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L1[00:04:10] <Dark> guess I'll write
something to do it :/
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L5[00:10:44] <illy> Beep o/
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L18[00:53:54] <Ordinastie> I'm so sad,
MalisisDoors is not in Hermitpack :(
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L25[01:59:44] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161009 mappings to Forge Maven.
L26[01:59:47] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161009-1.10.2.zip
(mappings = "snapshot_20161009" in build.gradle).
L27[01:59:58] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L45[02:48:15] <AurorLock> if I wish to
subclass EntityPlayer, what would be the parameters I pass to the
super constructor?
L46[02:48:57] <Ordinastie> the ones needed
for EntityPlayer
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L48[02:49:36] <McJty> What are you trying
to do that you need to subclass EntityPlayer?
L49[02:49:48] <AurorLock> get the players
level
L50[02:49:53] <McJty> What?
L51[02:50:00] <McJty> What level?
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L53[02:50:08] <AurorLock> the experience
level
L54[02:50:26] <McJty> You don't need to
subclass EntityPlayer to get the experience level
L55[02:50:28] <McJty> That's weird
L56[02:50:39] <AurorLock> well, its how I
thought it should have been done
L57[02:50:42] <AurorLock> how should I do
it?
L58[02:50:44] <McJty>
entityPlayer.experienceLevel
L59[02:50:48] <McJty> That's a public
field. Just read it
L60[02:51:18] <tterrag> !xy
L61[02:51:22] <tterrag> fry: pls
L62[02:51:51] <tterrag> $ xy
L63[02:51:53] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L64[02:51:54] <tterrag> didn't think
so
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L68[03:19:23] <Roflmuffin> Is the best way
to pass information to an entity that I just spawned from a spawner
with NBT?
L69[03:20:51] <Roflmuffin> I noticed if I
add another parameter to the constructor on an entity that
subclasses EntityBase it seems to error when spawned
L70[03:33:22] <tterrag> use
IEntityAdditionalSpawn I think
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L72[03:33:27] <tterrag> SpawnData*
L73[03:37:03] <Roflmuffin> I'll take a
look, thanks
L74[03:40:55] <tterrag> the issue is that
entities are constructed with reflection, so it is assumed the
constructor will look a certain way
L75[03:41:00] <tterrag> it's a stupid way
of doing things, but that's vanilla
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L85[03:47:43] <kashike> ???
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L88[03:49:19] <tterrag|ZZZzzz> kashike:
yeah that seems odd
L89[03:49:49] <tterrag|ZZZzzz> what if I
had com.mymod.startup and com.mymod.proxy
L90[03:49:54] <tterrag|ZZZzzz> dumb package
names, but it could be done, and it would be valid
L91[03:50:42] <kashike> that'd be valid,
but com.mymod.proxy.Proxy and com.mymod.core.mod.MyMod aren't
L92[03:50:51] <tterrag|ZZZzzz> ah,
yeah
L93[03:50:56] <tterrag|ZZZzzz> still, odd
that that even exists
L94[03:51:28] <kashike> yeah, that whole
method is weird really
L95[03:51:28] <Ordinastie> yes, what's the
point ?
L96[03:51:41] <kashike> I'm sure there's a
better way to determine what mod it's from
L97[03:51:58] <Ordinastie> but what's the
point of even limiting it ?
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L106[04:11:35] <quadraxis> so the proxy
annotation can have a modid specified, but it's optional
L107[04:12:05] <quadraxis> feel like it'd
be better to accept by default and only reject if an id was
specified that doesnt match
L108[04:12:32] <quadraxis> and tell anyone
who might be affected to label their proxies
L109[04:14:19] <quadraxis> also as is,
will probably implode on inner classes
L110[04:14:33] <quadraxis> along with
other issues mentioned
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L126[05:07:32] <Dark> if anyone else wants
to use it ^
L127[05:07:44] <Dark> parses crash logs
replacing srg with read-able names
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L130[05:14:01] <Dark> k np, just made it
more to bulk process downloaded logs
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L156[07:15:07] <Praaug> hey there
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L159[07:17:32] <howtonotwin> o/
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L162[07:28:53] <TechnicianLP> why is
intellij telling me it cant import anything from build.gradle? did
i miss something?
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L165[07:33:06] <SquareWheel> Gonna be
productive today and make some mod progress.
L166[07:43:05] <ghz|afk> TechnicianLP:
that sentence is usually followed by a link toyour
build.gradle
L167[07:43:42] <ghz|afk> SquareWheel:
that's the spirit!
L168[07:43:45] *
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L171[07:51:28] <SquareWheel> I don't know
why, but setActiveHand seems to cause unexpected behavior for
me.
L172[07:51:53] <SquareWheel> It
immediately ends my onItemRightClick action, and slows the
player.
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L174[07:54:09] <gigaherz> that's how it's
supposed to work, though
L175[07:54:17] <gigaherz> setActiveHand
marks the start of using an item
L176[07:54:25] <gigaherz> and the player
gets slowed down while in the middle of an item use action
L177[07:54:34] <gigaherz> (bows,
eating)
L178[07:55:06] <SquareWheel> That's a bit
unfortunate, because I need to use that mechanism to also use
onPlayerStoppedUsing.
L179[07:55:37] <SquareWheel> I have a
workaround by applying a fast-expiring potion effect on
onItemRightClick instead, but it felt a bit too hacky to me.
L180[07:58:37] <gigaherz> make a PR to
forge
L181[07:59:19] <gigaherz> that hooks
EntityPlayerSP#onLivingUpdate, in the "if(this.isHandActive()
&& ..." check that does the slowdown
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L183[08:00:26] <SquareWheel> I honestly
wouldn't know how.
L184[08:00:39] <Cuby96> hi there, does
someone program mods in intellij? because i have an issue with the
language file :/
L185[08:01:02] <gigaherz> sure
L186[08:01:04] <gigaherz> what
problem?
L187[08:01:04] <McJty> Many modders use
intellij
L188[08:01:12] <SquareWheel> I'm glad you
mentioned where the slowdown was coming from though. I was looking
in the wrong EntityPlayer class.
L189[08:02:46] <Cuby96> gigaherz i put the
language file in the right spot yet it isnt recognized by my mod
and the mcmod.info so i guess its the recource folder not
recognized correctly:
http://imgur.com/a/N2JiK
L190[08:03:14] <Cuby96> i also changed the
assets.ElectroniCraft.lang to be lowercase as some guys here on the
irc suggested
L191[08:03:34] <Cuby96> so
assets.ElectroniCraft.lang => assets.electronicraft.lang
L192[08:03:43] <SquareWheel> The one under
resources would be the correct spot.
L193[08:04:11] <Cuby96> SquareWheel well
and it isnt recognized
L194[08:04:12] <SquareWheel> You might
have an issue mapping it from your unlocalized name.
L195[08:04:44] <Cuby96> how should i
proceed? as the mcmod.info isnt recognized too
L196[08:05:24] <SquareWheel> Hard to tell
in the screenshot. Is /resources beside, or inside of /java?
L197[08:05:32] <SquareWheel> It should be
beside.
L198[08:05:42] <gigaherz> Cuby96: make
your modid lowercase
L199[08:05:45] <Cuby96> it is beside yes
its not a subfolder of java
L200[08:05:52] <gigaherz> they won't be
allowed to be uppercase anymore in 1.11
L201[08:06:05] <Cuby96> gigaherz i changed
it to lowercase already its just a little oder screenshot
L202[08:06:05] <gigaherz> so you may as
well fix it now ;p
L203[08:06:13] <Cuby96> well its a 1.7.10
mod
L204[08:06:24] <Cuby96> dont blame me why
i still use 1.7.10
L205[08:06:36] <gigaherz> oh no I'm not
blaming you
L206[08:06:37] <Cuby96> its for a modpack
which i love
L207[08:06:44] <gigaherz> but my help will
probably be inaccurate, then
L208[08:07:00] <gigaherz> and the rules of
this channel say we don't support old versions
L209[08:07:00] <gigaherz> ;P
L210[08:07:15] <Cuby96> gigaherz its ok
better some help rather than no help
L211[08:07:24] <gigaherz> that said
L212[08:07:27] <gigaherz> how did you
import the project?
L213[08:07:35] <Cuby96> via gradle
L214[08:07:48] <Cuby96> so not a normal
java import i made a gradle import
L215[08:08:00] <gigaherz> hmmm if it's a
1.76.10 mod, you may need that resources fix?
L216[08:08:15] <howtonotwin> SquareWheel:
would you like me to explain how to PR forge or will you just chug
on without?
L217[08:08:35] ⇦
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L218[08:08:38] <gigaherz> the
L219[08:08:38] <gigaherz> idea {
module.inheritOutputDirs = true }
L220[08:08:42] <gigaherz> at the end of
your build.gradle
L221[08:08:46]
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L222[08:09:05] <SquareWheel> I'd be
willing to give it a go. I'm just not sure I'm in a place to be
making a PR without a full understanding of the project I'd be
submitting to.
L223[08:09:29] <SquareWheel> How best to
even override this? As an argument, or an override somewhere?
L224[08:09:31] <gigaherz> no one has
"full understanding" of the enterity of mc
L225[08:09:39] <howtonotwin> ^
L226[08:09:47]
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L227[08:09:50] <howtonotwin> you can
definitely try :P
L228[08:10:06] <Cuby96> gigaherz done it
still nothing
L229[08:10:11] <howtonotwin> as long as
you don't do something completely idiotic like editing patch files
by hand
L230[08:10:22] <gigaherz> Cuby96: did you
click the gradle refresh button in idea after adding that
line?
L231[08:10:23] <howtonotwin> you won't be
yelled at :P
L232[08:10:34]
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L233[08:10:35] <gigaherz> the blue icon on
the gradle panel, not the main toolbar one
L234[08:10:49] <howtonotwin> and the way
hooks are done into vanilla behavior are through events
L235[08:10:58] <gigaherz> howtonotwin:
actually, we may be yelled at regardless, he just won't be banned
for it
L236[08:10:59] <gigaherz> ;P
L237[08:11:08] <SquareWheel> Oh I feel
good about this already.
L238[08:11:15] <gigaherz> but that's just
how it works
L239[08:11:19] <gigaherz> so don't worry
about it
L240[08:11:21] ⇦
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L241[08:11:22] <howtonotwin> you've
already been yelled at :P
L242[08:11:32] <Cuby96> no i didnt i will
check it with that one
L243[08:11:35] <SquareWheel> I believe
it's known as the Torvalds approach.
L244[08:11:40] <howtonotwin> anyway
L245[08:11:47] <howtonotwin> just clone
the MinecraftForge repo off Github
L246[08:11:56] <howtonotwin> will probably
take a while
L247[08:12:07] <howtonotwin> while you do
that I'll be off for ~5 min
L248[08:12:23] <Cuby96> gigaherz still
nothing even with refresh
L249[08:12:23] <howtonotwin> there's some
setup to do after that though
L250[08:12:31] <Cuby96> ok
L251[08:12:45] <SquareWheel> Alrighty,
well if you've got the patience I've got the will. :)
L252[08:12:51] <SquareWheel> Will start a
fork.
L253[08:13:02] <howtonotwin> yep
L254[08:13:15] *
howtonotwin gets out cheerleading gear
L255[08:14:14]
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L256[08:14:32] <gigaherz> Cuby96: no idea,
then, and I'm not going to try to do it myself and see what
happens, so sorry.
L257[08:14:49] <Cuby96> np gigaherz
:/
L258[08:15:03] <gigaherz> it has the right
filename, at least, right?
L259[08:15:10] <Cuby96> yes
L260[08:15:15] <Cuby96> en_US.lang
L261[08:15:19] <gigaherz>
src/main/resources/assets/modid/lang/en_US.lang
L262[08:15:31] <Cuby96> yes
L263[08:15:46] <gigaherz> :/
L264[08:15:54] <Cuby96> :/
L265[08:15:58] <Ordinastie> make sure
resources is on the classpath
L266[08:16:09] <Koward> Hello guys. I'd
like to do a redstone-like power, based on capabilities of course.
It's really an "on-off" state, with just a value
decrementing in pipes to avoid very long pipes (so like redstones).
I'm a bit worried about how to handle the breaking of block or a
producer that would stop producing.
L267[08:16:16] <Cuby96> how do i check
that? Ordinastie
L268[08:16:23] ⇦
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L269[08:16:29] <Ordinastie> I don't know
on IDEA
L270[08:16:41] <gigaherz> Koward: depends
on how you want it to behave
L271[08:16:50] <gigaherz> do you want the
power loss to be immediate?
L272[08:16:56] <howtonotwin> the way RS
does it is that a change in a block updates all the surrounding
parts
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L274[08:17:02] <gigaherz> all over the
wire, or spread progressively?
L275[08:17:08] <howtonotwin> and the
surrounding parts trigger another update to other parts
L276[08:17:09] <Koward> Yes (as fast as
possible at least, like redstone)
L277[08:17:13] <gigaherz> yes
L278[08:17:17] <howtonotwin> over and over
until it all ends
L279[08:17:20] <gigaherz> so
L280[08:17:21] <Koward> Really just like
redstone. It's the same behavior.
L281[08:17:23] <gigaherz> if you want it
like redstone
L282[08:17:30] <howtonotwin> that's why
zero-tick pulses work
L283[08:17:32] <howtonotwin> :P
L284[08:17:48] <Ordinastie> "just
like redstone" is probably the worst thing ever said :x
L285[08:17:50] <gigaherz> look at how
redstone handles it ;P
L286[08:18:40] <Koward> A change update
neighbors, telling them there's no power anymore.
L287[08:19:02] <gigaherz> well the main
block would change, sending neighbour updates in the process
L288[08:19:21] <gigaherz> and in the
neighbour change, you would update this neighbour, which would
trigger its own block updates
L289[08:19:42] <gigaherz> be careful to
only trigger the strictly required updates, to avoid unnecessary
recursion
L290[08:20:00] <gigaherz> it's easy to get
it wrong and cause it to freeze for a bit then crash (stack
overflow)
L291[08:20:30] <Koward> So basically all I
need is a setPower(n) in my interface and set it to 0 when block
broken/producer off
L292[08:20:34] <gigaherz> a different
approach allowing "infinite" length would be to setup the
cable as a high-level network graph
L293[08:20:54] <gigaherz> and compute the
drop-off as a function of the distance from the active nodes
L294[08:21:34] <Koward> Chain updating
sounds easier.
L295[08:21:47]
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L296[08:22:08] <gigaherz> yes, that's why
mojang did it that way
L297[08:22:24] <Cuby96> Ordinastie i put
the folder to the classpath nothing still, im annoyed i must say,
idk whats wrong still
L298[08:24:01] <Koward> A producer would
just set a power of n to neighbors (any power > 0 => powered)
and pipes decrement it (to limit length). When destroyed, set power
of 0 to neighbors.
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L300[08:24:42] <howtonotwin> d(*^~)
L301[08:25:17] <SquareWheel> So I
remembered cp.w did a video earlier this year on setting up a Forge
workspace. I've been checking it out.
L302[08:25:41] <howtonotwin> it's a bit
outdated I think
L303[08:25:54] <howtonotwin> especially
with actually importing the project
L304[08:25:57] <SquareWheel> Ah, well no
surprise there I guess.
L305[08:26:16] <howtonotwin> so you just
go into the root dir
L306[08:26:20] <howtonotwin> and ./gradlew
setup
L307[08:26:43] <SquareWheel> Can't do it
through IDEA?
L308[08:26:54] <howtonotwin> don't think
it'll end well if you do :P
L309[08:27:03] <howtonotwin> the project
structure is a bit strange
L310[08:27:05] <SquareWheel> Ominous.
:o
L311[08:27:36] <howtonotwin> anyway that's
decompiling and patching the game
L312[08:27:41] <howtonotwin> so it'll take
a few years
L313[08:27:53] <howtonotwin> in the mean
time
L314[08:28:00] <howtonotwin> structure of
Forge project:
L315[08:28:06] <howtonotwin> under
projects/
L316[08:28:10] <howtonotwin> will be two
dirs
L317[08:28:13] <howtonotwin> Clean and
Forge
L318[08:28:30] <howtonotwin> Clean/ is
pure vanilla MC, decompiled
L319[08:28:57] <howtonotwin> Forge/ is MC,
decompiled, Forge patches applied, and all the net.minecraftforge
code added
L320[08:28:57] <SquareWheel> Where's
/projects at?
L321[08:29:04] <howtonotwin> first run
gradle
L322[08:29:12] <SquareWheel> Okay, running
setup now.
L323[08:29:29] <SquareWheel> Oh I see, it
made it locally. I was looking at the online repo.
L324[08:29:32] <SquareWheel> Sorry, carry
on.
L325[08:29:42] <howtonotwin>
projects/Clean/ and projects/Forge/ are the two projects you should
import
L326[08:29:47] <howtonotwin>
separately
L327[08:30:33] <SquareWheel> Build
complete
L328[08:30:35] <howtonotwin> in Eclipse
you'd say Import Project (plain old Java project; no Gradle; no
anything) and just point it at the two folders
L329[08:30:48] <howtonotwin> you have
IDEA, do something similar :P
L330[08:31:21] <howtonotwin> now Forge
doesn't contain the vanilla MC code in the git repo
L331[08:31:45] <howtonotwin> so vanilla
code isn't tracked by git
L332[08:31:47] <howtonotwin> instead
L333[08:32:01] <howtonotwin> only the
patches to vanilla code are tracked by git
L334[08:32:18] <howtonotwin> so once you
edit vanilla code, and you test it, etc.
L335[08:32:30] <howtonotwin> it won't
actually be committed to the repo directly
L336[08:32:33] <howtonotwin> instead
L337[08:32:37] <howtonotwin> once you have
made changes
L338[08:32:41] <howtonotwin> at the very
root of the repo
L339[08:32:53] <howtonotwin> (above the
projects/ dir)
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L341[08:33:04] <howtonotwin> you run
gradle genPatches
L342[08:33:21] <howtonotwin> which updates
the .patch files under patches/
L343[08:33:28] <howtonotwin> THOSE are
then commited
L344[08:33:31] <howtonotwin>
*committed
L345[08:33:33] <SquareWheel> I see.
L346[08:33:45] <howtonotwin>
Additionally
L347[08:33:53] <howtonotwin> keep patches
the least invasive as possible
L348[08:34:04] <howtonotwin> that means
keep line count low
L349[08:34:15] <SquareWheel> Easier to
review, I imagine.
L350[08:34:20] <howtonotwin> don't add 10
sporadic lines in one method
L351[08:34:23] <howtonotwin> not
that
L352[08:34:27] <howtonotwin> the code is
decompiled
L353[08:34:33] <howtonotwin> if vanilla
changes one thing
L354[08:34:47] <howtonotwin> the entire
output of the decompiler could go out of whack
L355[08:34:58] <howtonotwin> see
TileEntityBeacon for example of the insanity :P
L356[08:35:09] <howtonotwin> so you keep
the patches small
L357[08:35:20] <howtonotwin> so they can
apply cleanly in case something braks
L358[08:35:23] <howtonotwin> *breaks
L359[08:35:43] <howtonotwin> there's a bit
more nuance to patches being good or bad :P
L360[08:35:55] <howtonotwin> you'll get it
quickly enough
L361[08:36:13] <howtonotwin> probably just
read through some PRs to get a feel for it
L362[08:36:22] <SquareWheel> Alrighty,
well I'll play around with it and see if I can get things working.
I feel like I'll need to hook up a test mod to ensure the patches
work as expected though.
L363[08:36:31] <howtonotwin> oh yeah
L364[08:36:42] <howtonotwin> once you
import the Forge project
L365[08:36:55] <howtonotwin> you should
see some source folder that's named test something
L366[08:37:05] <howtonotwin> and another
for test resources
L367[08:37:11] <howtonotwin> that's where
test code goes
L368[08:37:26]
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L369[08:37:28] <raoulvdberge> !gm
func_176225_a
L370[08:37:28] <SquareWheel> Oh okay, so
it'll be loaded like a normal mod? Just remove it before
committing?
L371[08:37:34] <howtonotwin> yes
L372[08:37:54] <howtonotwin> there're like
30 of them already :P
L373[08:40:03] <howtonotwin> Now if you
look at existing hooks into vanilla
L374[08:40:12] <howtonotwin> you see that
many are implemented as static calls
L375[08:40:32] <howtonotwin> to methods in
ForgeHooks, ForgeHooksClient, or ForgeEventFactory
L376[08:41:16] ***
TTFT|Away is now known as TTFTCUTS
L377[08:41:17] <howtonotwin> so instead of
creating 10 lines of new code in the vanilla patch
L378[08:41:25] <howtonotwin> you just
place some code into those classes
L379[08:41:37] <howtonotwin> and call it
from the vanilla code and use its return value
L380[08:41:53] <howtonotwin> for this
it'll be very simple as it's just a boolean
L381[08:42:24] <howtonotwin> You probably
want a ALLOW/DEFAULT/DENY event
L382[08:42:28] <howtonotwin> forgot what
they're called
L383[08:42:30] <howtonotwin> :P
L384[08:42:36] <SquareWheel>
SUCCESS/PASS/FAIL?
L385[08:42:40] <howtonotwin> no
L386[08:42:45] <howtonotwin>
ALLOW/DEFAULT/DENY
L387[08:42:47] <howtonotwin> forge
enum
L388[08:42:58] <howtonotwin> look at the
existing events
L389[08:43:10] <howtonotwin> DEFAULT =
vanilla behavior
L390[08:43:18] <howtonotwin> DENY = cancel
ignoring Vanilla
L391[08:43:27] <howtonotwin> ALLOW = force
it ignoring vanilla
L392[08:43:36] *** V
is now known as Vigaro
L393[08:43:47] <howtonotwin> so those
events
L394[08:43:47] <SquareWheel> Okay, but
I'll probably have to circle back around on that one. Going to
focus on getting things running before looking too deeply into the
patch itself.
L395[08:43:51] <howtonotwin> ok
L396[08:43:58] ⇦
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L397[08:44:06] <SquareWheel> Appreciate
the help
L398[08:44:08] <howtonotwin> np
L399[08:44:17] <howtonotwin> Back in
30
L400[08:45:32]
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L404[09:24:33] <jordibenck> Is there a way
to test your multiplayer mod besides compiling it?
L405[09:25:03] <howtonotwin> well i mean
it's always compiled ;P
L406[09:25:54] <jordibenck> after building
it than
L407[09:26:08] <TechnicianLP> there should
be a start server configuration in your ide
L408[09:26:21] <howtonotwin> you can run 1
server and 2 clients on the same machine
L409[09:26:32] <howtonotwin> not that your
RAM will be very happy about it
L410[09:26:33] <howtonotwin> but you
can
L411[09:26:37] <jordibenck> okay
thanks
L412[09:26:41] <jordibenck> will try
L413[09:30:05] <Koward> Should a producer
"give" to a receiver or a receiver "extract"
from a producer ?... dilemma.
L414[09:30:58] <Ordinastie> so apparently,
jetpacks are a thing now
L415[09:31:07] <TechnicianLP>
jetpacks?
L416[09:31:11] <Ordinastie> yup
L419[09:32:21] <SquareWheel> Is that
right?
L420[09:32:45] <howtonotwin> oh it works
in IDEA
L421[09:32:46] <SquareWheel> Had trouble
importing just Clean/Forge.
L422[09:32:50] *
howtonotwin is jealous
L423[09:33:08] <SquareWheel> I'm just
using the free community edition. Haven't hit any limitations
yet.
L424[09:33:08] <howtonotwin> that's fine
:P
L425[09:33:20] <SquareWheel> Everything
really works out of the box.
L426[09:33:41]
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L427[09:34:17] *
howtonotwin can't decide whether RadarCat or jetpacks are more
exciting
L428[09:38:22] <Ordinastie> radarcat
?
L430[09:43:46] <SquareWheel> Is there a
Gradle task to create run configurations?
L431[09:44:08] <howtonotwin> they should
already exist
L432[09:44:11] <LatvianModder> idea?
L433[09:44:16] <LatvianModder> gradlew
idea
L434[09:44:25] <LatvianModder> or gradlew
ideaModule if you just need to import the module
L435[09:45:38] <SquareWheel> It is idea.
I'll try starting from scratch.
L436[09:48:23] <howtonotwin> "setup -
Sets up all the projects complete with run configurations for both
Eclipse and Intellij" - `gradle tasks --all`
L437[09:48:30] <howtonotwin> so they
should be there...
L438[09:51:36] <Ivorius> SquareWheel:
gradle genIntellijRuns
L439[09:51:51] <Ivorius> You can import
the gradle file from the launch window itself and then run
that
L440[09:52:14] <Ivorius> gradle tasks is
your friend :P
L441[09:54:31] ⇦
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L447[10:05:41] <SquareWheel> Might just
need to copy them in manually. None of the run tasks seem to
work.
L448[10:06:21] <PaleoCrafter>
LatvianModder, stop promoting that stupid idea task :P
L449[10:06:41] <LatvianModder> what?
L450[10:06:45]
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L451[10:06:50] <LatvianModder> how else
you are supposed to create idea project?
L453[10:06:56] <PaleoCrafter> import the
darn build.gradle
L454[10:07:04] <gigaherz> using the import
feature of IDEA itself
L455[10:07:14] <gigaherz> and in the forge
env itself
L456[10:07:17] <gigaherz> you just use
setupForge
L457[10:07:22] <gigaherz> and it will
create the folders either way
L458[10:07:45] <LatvianModder> hm
L459[10:07:46] <gigaherz> the idea task
was useful in the past
L460[10:07:58] <gigaherz> when the import
feature was buggy/incomplete
L461[10:08:07] <LatvianModder> you should
specify if its importing build.gradle as module or project
L462[10:08:18] <LatvianModder> because I
have all my modules in the same place, so I dont create
projects
L463[10:08:33] <gigaherz> if someone wants
to import as a module
L464[10:08:38] <gigaherz> it's outside the
scope of my instructions
L465[10:08:39] <gigaherz> ;P
L466[10:08:47] <gigaherz> I asume one
workspace per mod
L467[10:08:53] <Ivorius> SquareWheel: I
had the same issue lately
L468[10:09:13] <Ivorius> You need to edit
each to use classpath of module PROJECT_main
L469[10:09:20] <Ivorius> But the rest
works
L470[10:09:40] <gigaherz> note that he's
trying to import the forge project
L471[10:09:41] <gigaherz> not an MDK
L472[10:10:13] <SquareWheel> Yeah, sorry
for the confusion. I have an MDK importing correctly, just Forge
itself isn't adding run configurations.
L474[10:11:22] <howtonotwin> oh it's been
updated
L475[10:11:24] <howtonotwin> yay!
L476[10:12:19] ⇦
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L477[10:12:26] <SquareWheel> I did check
that out. He does some command line stuff to set up run
configs.
L478[10:12:46] <SquareWheel> At 11 minutes
in.
L479[10:12:58] <gigaherz> last time I
configured Forge proper with IDEA, I did it all by hand
L480[10:13:02] <gigaherz> but then I
didn't have gradle "binding"
L481[10:13:06] <gigaherz> and that was in
IDEA 15
L482[10:13:07] <gigaherz> ;P
L483[10:13:10]
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L484[10:13:17] <PaleoCrafter> yeah, the
run configs are stored in the sub-project
L485[10:13:19] <gigaherz> I still haven't
upgraded to 2016
L486[10:13:31] <PaleoCrafter> you need to
move them manually, maybe that's changed now though
L487[10:13:45] <gigaherz> hmm I'll do that
now
L488[10:16:25]
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L489[10:16:37] <SquareWheel> Copied them
over from the sub project.
L490[10:16:58] <SquareWheel> Need to fix
them though.
L491[10:21:30]
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L492[10:24:01] <gigaherz> Hmmmm
L493[10:24:13] <gigaherz>
AttachCapabilitiesEvent.Entity is deprecated?
L494[10:24:17] <gigaherz> how's it
supposed to be done, now?
L495[10:24:25] <gigaherz> oh
L496[10:24:26] <gigaherz>
AttachCapabilitiesEvent<net.minecraft.entity.Entity>
L497[10:24:27] <gigaherz> I guess
L498[10:24:33] <gigaherz>
AttachCapabilitiesEvent<EntityPlayer>
L499[10:24:35] <gigaherz> will filter only
players
L500[10:24:56] <Ordinastie> doubt
that
L501[10:24:57] <LatvianModder> didnt know
event handlers work that way
L502[10:25:07] <Ordinastie> generics
aren't retained at runtime
L503[10:25:25] <fry> sometimes they are
:P
L504[10:25:37] <fry> and that's a recent
change to the events
L505[10:26:25] <gigaherz> the generics
aren't represented by the parameters
L506[10:26:29] <gigaherz> but the metadata
does stay
L507[10:27:01] <gigaherz> testing,
anyhow
L508[10:27:16] <gigaherz> if I don't see
it called with non-players, I'll remove the instanceof check
;p
L509[10:28:03] <gigaherz> seems to work
(does not get called)
L510[10:30:49] <gr8pefish> howtonotwin:
Hello again! You have the time/motivation to help me finish the
modeling task from yesterday?
L511[10:31:28]
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L513[10:43:38] <howtonotwin> yep
L514[10:43:43] <howtonotwin> sorry for
being a bit late
L515[10:43:50] <howtonotwin> gr8pefish
^
L516[10:44:02] <gr8pefish> Oh no worries
at all.
L517[10:44:31] <howtonotwin> Dear Matthew
decided to break everything last night
L518[10:44:38] <howtonotwin> sorry for
vanishing suddenly :P
L519[10:44:53] <gr8pefish> No apoligies
necessary :)
L521[10:45:22] <gr8pefish> It runs fine,
but never does any special handling, as I haven't linked that code
to any items or done anythign in pre/init.
L522[10:45:32] <gr8pefish> It =
minecraft
L524[10:46:11] <howtonotwin> yeah that is
a bit redundant
L526[10:46:42] <howtonotwin> you can just
drop the redundant assigns
L528[10:47:03] <howtonotwin> what's with
the casting?
L530[10:47:33] <gr8pefish> My
PerspecitveModel takes in my overriden class of an IModel as the
parameter
L531[10:48:07] <howtonotwin> You could
swap these out for getModelOrMissing or getModelOrLogError if you
don't want to deal with exceptions
L533[10:49:11] <howtonotwin> ?
L534[10:49:14] <gr8pefish> Okay, that is a
relatively easy fix, that was just me using my IDE to autocomplete
to get it working quickly
L535[10:49:24] <howtonotwin> wait so this
a render layer on the player?
L536[10:49:34] <howtonotwin> render models
like this != item models
L537[10:49:40] <howtonotwin> you item
actually then has no model
L538[10:49:43] <gr8pefish> Yeah that is
the model that renders on the player
L539[10:49:47] <gr8pefish> Oh yeah I
know
L540[10:49:57] <gr8pefish> it points to a
different resource dir
L541[10:50:00] <howtonotwin> so you just
use "builtin/generated" for an empty model
L542[10:50:00] <gr8pefish> where a json
is
L544[10:50:57] <howtonotwin> so this will
render both on the player's back AND in their hand?
L545[10:51:18] <gr8pefish> Yeah I'll
explain it fully so I don't confuse you.
L546[10:51:22] <howtonotwin> also
snake_case :P
L547[10:51:32] <howtonotwin> everything to
snake_case
L548[10:52:34] <gr8pefish> The
renderer/LayerBackpack and model/ModelBackpack classes currently
function perfectly fine to render a backpack on the player when
they have my capability. That works all fine and dandy.
L549[10:53:27] <gr8pefish> But I'm trying
to add a new model (defined via json) for this item rendering as a
model in-world. I figure I can make the two the same later.
L550[10:53:51] <gr8pefish> ^ ...model in
world (when dropped)
L551[10:54:09] <gr8pefish> Is that
decently clear now?
L552[10:54:14] <howtonotwin> wait
L553[10:54:18] <howtonotwin> you have to
understand
L554[10:54:25] <howtonotwin> there is
absolutely 0
L555[10:54:29] <howtonotwin> completely
no
L556[10:54:39] <howtonotwin> relationship
between ModelBackpack and JSON
L557[10:54:41] ⇦
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L558[10:55:01] <howtonotwin> so in
reality
L559[10:55:03] <howtonotwin> what you
want
L560[10:55:07] <howtonotwin> is an item
with no model in hand
L561[10:55:14] <howtonotwin> and a model
everywhere else
L562[10:55:19] <gr8pefish> exactly
L563[10:55:41] <howtonotwin> so in order
to have no model in hand
L564[10:55:51] <howtonotwin> you DON'T
load a model
L565[10:56:04] <howtonotwin> and just
return the default empty model
L566[10:56:19] <gr8pefish> okay, that
makes sense conceptually
L567[10:56:47] <gr8pefish> and then for
on-ground you return le fancy model
L569[10:57:34] <howtonotwin> just load
"minecraft:builtin/generated"
L570[10:57:38] <howtonotwin> which is
empty
L571[10:58:13] <gr8pefish> gotcha
L572[10:58:47] <howtonotwin> Oh btw
L573[10:59:11] <howtonotwin> it's
conventional to make the IBakedModel class a private static inner
class of the parent IModel
L574[10:59:24] <howtonotwin> also allows
you to hide its constructor from the world
L575[10:59:26] <howtonotwin> as it should
be
L576[11:00:12] <gr8pefish> In other words,
I currently don't have that, so I shoudl add it?
L577[11:00:22]
⇨ Joins: kinggoesgaming
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L578[11:00:30] <howtonotwin>
IPerspectiveAwareModel is IBakedModel
L579[11:00:31] <howtonotwin> :P
L580[11:00:38] <gr8pefish> oh that makes
more sense
L581[11:00:43] <gr8pefish> will do
L583[11:01:40] <howtonotwin> I meant call
handlePerspective on modelToReturn
L585[11:01:53] <howtonotwin> yes
L587[11:02:13] <howtonotwin> no need for
this
L588[11:03:10] <gr8pefish> But there's an
if/else clause, I need to return somethign if true
L589[11:03:24] <howtonotwin> ?
L590[11:03:55] <howtonotwin>
if(instanceof) return innerModel.handlePerspective(...) else { ...;
return ... }
L591[11:04:04] <howtonotwin> you return
either way
L592[11:04:08] <gr8pefish> oh return that,
okay
L593[11:05:26] ***
DrullAFKus is now known as Drullkus
L594[11:05:29] <howtonotwin> oh whatever,
I'm bored
L595[11:05:30] <gr8pefish> Alright, pushed
those changes
L597[11:06:03] <howtonotwin> you can't do
that :P
L598[11:06:30] <gr8pefish> I can't?
L599[11:07:10] <gr8pefish> What should I
do there? (Is it the typecasting that you see an issue with or
something else?)
L600[11:07:58] <howtonotwin> IBakedModel
!= Model*
L601[11:08:02] <howtonotwin> there is no
relation
L604[11:11:37] <howtonotwin> oops for
unclear
L605[11:11:43] <howtonotwin> so you have
that pair
L606[11:11:47] <howtonotwin> you store
that pair
L608[11:12:11] <howtonotwin> sorry
L610[11:12:24] <howtonotwin> and place it
out of the if/else brach
L611[11:12:49] <howtonotwin> so
if(instanceof) pair = (casted).handlePerspective else { ...; pair =
... }
L612[11:12:58] <howtonotwin> and then the
multiplication magic
L613[11:13:03] <gr8pefish> ah okay
L615[11:13:54] <howtonotwin> there are two
(really 3) RLs at play here
L616[11:14:03] <howtonotwin> one of them
is the empty model for when it's in hand
L617[11:14:16] <howtonotwin> another is
the JSON model for ground
L618[11:14:29] <howtonotwin> and the last
one is the "location" of the combined model (the custom
one)
L619[11:15:06] <howtonotwin> so you test
in accepts that the requested location is pointing at the combined
model
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L621[11:17:31] <gr8pefish> I get the first
two (empty and json), but the combined model, what is that
exactly?
L622[11:19:16] <howtonotwin> the custom
IModel class
L623[11:21:53] <jordibenck> how to let the
update method print out something every 5 sec or so?
L624[11:21:57] <jordibenck> from
ITickable
L625[11:22:47] <jordibenck> so it doesnt
print every tick
L626[11:23:21] <howtonotwin> count ticks
and use tickCount % (20*5)
L627[11:23:36] <howtonotwin> or just use
world time
L628[11:23:47] <howtonotwin> actually
ignore the first thing
L629[11:23:50] <howtonotwin> just use
world time
L630[11:23:57] <jordibenck> okay
thanks
L632[11:26:43] <howtonotwin> yes
L633[11:26:48] <gr8pefish> Okay cool
L635[11:29:37] <howtonotwin> can you wait
about 5 minutes?
L636[11:29:46] <gr8pefish>
certainly!
L637[11:49:35] <howtonotwin> sorry for
delay
L639[11:49:58] <howtonotwin> Here's an
basic example of what it SHOULD be like
L640[11:50:08] <howtonotwin> tweak parts
you need to tweak
L641[11:52:20] ⇦
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L642[11:53:46] <gr8pefish> Okay I'll try
and replicate, thanks.
L643[11:54:12] <gr8pefish> For it to
actually work, I'm assuming I need to register it somewhere?
L644[11:54:26] <howtonotwin> yes
L645[11:54:30] <howtonotwin>
ModelLoader
L646[11:54:43] <howtonotwin> it has a
method for registering ICustomModelLoaders
L647[11:54:52] <howtonotwin> don't have
any ide open rn
L648[11:54:53] <gr8pefish> pre-init
client?
L649[11:54:56] <howtonotwin> yep
L650[11:55:03] <gr8pefish> np, i can
figure that out
L651[12:00:29] <gr8pefish> Hehe actually
maybe not. For the Model loader registration, I don't see any
method that takes in an ICML as a parameter. There's a couple that
take in Resource locations
L652[12:02:00] <fry>
ModelLoaderRegistry.registerLoader
L653[12:02:07] <fry> it's literally the
first one :D
L654[12:02:19] <howtonotwin> durr, this is
why I can't do anything without an IDE
L655[12:02:29] <howtonotwin> I though it
was in ModelLoader .-.
L656[12:02:32] *
howtonotwin hides
L657[12:02:52] <gr8pefish> I should've
looked that too, my bad :/
L658[12:04:09] <gr8pefish> thanks by the
way fri
L659[12:06:52] <williewillus> how do i
give more ram to gradle, it failed for the first time from heap
even though I haven't had to ever in 1.10 .-.
L660[12:07:35] <howtonotwin>
gradle.properties
L661[12:07:39] <gigaherz>
~/.gradle/gradle.properties
L662[12:07:59] <gigaherz>
org.gradle.jvmargs=-Xmx3G
L663[12:08:15] <gigaherz> (2G may be
enough, but I like to be safe and I have plenty of ram ;P)
L664[12:09:59]
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L665[12:10:26] <williewillus> thx
L667[12:13:33] <PaleoCrafter> I think it's
reasonable
L668[12:14:59] <williewillus> it piles up
to quite a bit on big packs
L669[12:15:11] ***
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L670[12:15:18] <PaleoCrafter> regarding
the "optional content" stuff: might be worth adding
dependency awareness to the new registry events?
L671[12:15:46] <williewillus> i don't know
how that issue belongs on 3246 though
L672[12:16:05] <PaleoCrafter> yeah, the
comments just made me think about it xD
L673[12:16:33] <williewillus> yeah idk why
it was commented there, when it should've been on 2956
L674[12:17:35]
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L677[12:19:31] <williewillus> i have asked
for updates on that like 20 times already so no idea what's
up
L678[12:19:38] <williewillus> time to
delete my latest comment and bump it again i suppose
L679[12:20:25] <SquareWheel> Wow. 400MB in
AllTheMods is quite a difference.
L680[12:20:26] <PaleoCrafter> meanwhile,
I'm still waiting for a response from a certain fiery animal of the
Capra genus, because I don't want to set up yet another IPS demo
q.q
L681[12:21:55] <SquareWheel> What about
the mipmapping performance issue I keep seeing mentioned. Is that a
vanilla bug?
L682[12:22:13] ⇦
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L683[12:22:31] <howtonotwin> PC: That
reminds me that Mathematica has a builtin function for detecting
goats in an image..
L684[12:22:46] <PaleoCrafter> lol
L685[12:22:47]
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L687[12:23:50] <howtonotwin> somehow
mathematica only shines in codegolf when it's not actually math
being discussed
L688[12:23:55] <williewillus> lol
L689[12:24:12] <williewillus> SquareWheel:
no because vanilla just drops mipmapping if it seses a texture it
doesn't like
L690[12:24:30] <williewillus> forge added
a patch that forces it on at the cost of some artifacts, but idk
why it causes performance drops
L691[12:24:30] <SquareWheel> Well that's
one approach I guess.
L692[12:24:44] <williewillus> idk if mezz
looked at it yet,haven't been around much lately :P
L693[12:32:08] ⇦
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L695[12:34:55] ***
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L696[12:34:59] <howtonotwin> did you
register the item to it?
L698[12:35:24] <gr8pefish> I haven't
registered the item to it
L699[12:35:28] <gr8pefish> that would
probably do it
L700[12:35:31] *
gr8pefish hides
L701[12:35:32] <howtonotwin> yeah do that
:P
L702[12:35:43] <gr8pefish> erm, how?
:P
L703[12:36:02]
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L704[12:36:13] ***
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L705[12:36:35] <howtonotwin> new
ResourceLocation(Constants.MODID, "backpack")
L706[12:37:03]
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L707[12:37:03] <howtonotwin> oh
L708[12:37:13] <howtonotwin>
ML.setCustomMRL takes an MRL
L709[12:37:18] <howtonotwin> right
:P
L710[12:37:35] <howtonotwin> write a short
little JSON in models/item
L711[12:37:55] <howtonotwin> {
"parent": "modid:backpack" }
L712[12:38:07] <howtonotwin> and then
register the item to that model
L713[12:38:48] <gr8pefish> that little
json, does it matter what I call it? Or as long as I register the
item to it it shouldn't matter?
L714[12:39:09] <howtonotwin> as long as
you register the item to it, it doesn't matter.
L715[12:39:19] <gr8pefish> thought so,
just double checking
L717[12:48:25] <gr8pefish> howtonotwin
^
L718[12:48:34] <howtonotwin> actually use
your modid maybe? :P
L719[12:48:43] <howtonotwin> fyi
F3+T
L720[12:48:58] <howtonotwin> F3+T is best
F3 :P
L721[12:54:43] <gr8pefish> oh my goodness,
yup I'm an idiot. changing it didn't seem to fix it though. The
error says: java.io.FileNotFoundException:
ironbackpacks:models/backpack.json. Here's my setup with file
structure:
http://i.imgur.com/aWbOzwR.png
L722[12:55:09] <gr8pefish> oh that's cool
I didn't know about F3 + T, thanks for that tip
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L724[12:57:28] ***
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L725[12:57:50] <howtonotwin> Could not
load vanilla model parent 'modid:backpack'
L726[12:57:57] <howtonotwin> that means
that the modid in the JSON is wrong
L727[12:58:00] <howtonotwin> *domain
L728[12:58:05] <howtonotwin> fix it
:P
L729[12:58:21] <howtonotwin> it should be
Constants.MODID
L730[12:58:23] <howtonotwin> whatever that
is
L731[13:00:53] ⇦
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L732[13:07:27] ***
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L733[13:14:49] <mezz> kashike, I explained
the purpose a bit in the PR description. in the case you specified,
forge will not be able to detect which mod the proxy is from, but
will assume it's from whatever mod is in the same jar. this might
result in the proxy being created multiple times if there are
multiple mods in the jar, so it writes a warning message but allows
it
L736[13:17:56] <howtonotwin> I appear to
be doing dumb things today >.<
L737[13:18:05] <howtonotwin> delete the
models/item JSON
L738[13:18:20] <howtonotwin> instead write
a blockstate json under blockstates/
L739[13:18:23] <howtonotwin> doing the
same thing
L741[13:19:13] <howtonotwin> to be
blocks/backpack
L742[13:19:16] <gr8pefish> is it
blockstates/ or blockstate/?
L743[13:19:20] <howtonotwin> I have to
scram ~10 min
L744[13:19:22] <howtonotwin> with an
s
L745[13:19:27] <gr8pefish> gotcha
L746[13:20:12] <mezz> SquareWheel,
williewillus, I think the issue is that everyone has had mipmap 0
for so long. suddenly it works again and takes more vram, pushing
some cards over their maximum and making it sloooow. solution is to
just set the mipmap level lower again. forge could autodetect or
something I guess, but detecting graphics capabilities is a
notorious ton of work
L747[13:22:51] ⇦
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L748[13:25:32] <gr8pefish> howtonotwin,
last question before you have to go probably, when I register the
item, do I point it at the blockstate json to render as?
L749[13:28:49] <howtonotwin> yes
L750[13:29:32] <howtonotwin> {
forge_marker: 1, variants { inventory [{ model:
ironbackpack:backpack }] } }
L751[13:29:45] <howtonotwin> should do it,
but we all know how reliable I am :P
L752[13:29:58] <gr8pefish> Hey, you've
been great :D
L753[13:32:24] <howtonotwin> thanks
:D
L754[13:33:28] <gr8pefish> No, thank you
:)
L756[13:33:52] <gr8pefish> (Just let me
know when you have to go, it's no problem)
L758[13:35:35] <howtonotwin>
blockstates
L759[13:35:38] <howtonotwin> with an
s
L760[13:35:39] <howtonotwin> :P
L761[13:36:21]
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L762[13:36:38] <gr8pefish> AND I ASKED
YOU
L763[13:36:41] <gr8pefish> I'm so
dumb
L764[13:36:46] <gr8pefish> I knew that
would happen lol
L765[13:39:59] <gr8pefish> for set CMRL,
for an item, do I have to specify something special in the RL to
make it be a blockstate?
L766[13:40:23] ⇦
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(Ping timeout: 195 seconds)
L767[13:40:23] <howtonotwin> no
L768[13:40:35] <gr8pefish> This isn't
quite working (it is looking in the items/ dir):
ModelLoader.setCustomModelResourceLocation(basicBackpack, 0, new
ModelResourceLocation(Constants.DOMAIN+"backpack_basic_parent",
"inventory"));
L769[13:41:38] <gr8pefish> I get:
Exception loading model ironbackpacks:item/backpack_basic_parent
(the item dir is there)
L770[13:43:57] <howtonotwin> file
structure seems a bit more deeply borked than anticipated lol
L771[13:44:14] <howtonotwin> where ad
means assets/<domain> ...
L772[13:44:23] <howtonotwin>
ad/models/item
L773[13:44:27] <howtonotwin>
ad/models/block
L774[13:44:30] <howtonotwin>
ad/blockstates
L775[13:44:35] <howtonotwin>
ad/textures/item
L776[13:44:41] <howtonotwin>
ad/textures/block
L777[13:44:45] <howtonotwin> ah crud
L778[13:45:03] <howtonotwin>
**ad/textures/items
L779[13:45:03] <howtonotwin>
**ad/textures/blocks
L780[13:45:13] <howtonotwin> that's how it
should be
L781[13:45:21] <gr8pefish> oh, it was in
the models dir, I had it like ../models/blockstates
L782[13:45:25] <gr8pefish> I need to move
it up
L783[13:45:42] <howtonotwin> d(*^~)
L784[13:46:09] <howtonotwin> new favorite
emoticon :P
L785[13:46:22] <gr8pefish> what is it?
xD
L786[13:46:27] <howtonotwin> thumbs
up
L787[13:46:30] <howtonotwin> d is a
hand
L788[13:46:33] <tterrag> drunk thumbs
up
L789[13:46:41] <gr8pefish> oh I see it now
haha
L790[13:46:44] <howtonotwin> (* is a
cheek+eye open
L791[13:46:47] <howtonotwin> ^ is
nose
L792[13:46:52] <howtonotwin> ~ is winking
eye
L793[13:46:57] <howtonotwin> ) is
cheek
L794[13:47:33] <howtonotwin> garrett =
?
L795[13:47:36] <howtonotwin> (jk)
L797[13:51:28] <gr8pefish> Oh hidden line
in that error log ^ Caused by: java.io.FileNotFoundException:
ironbackpacks:models/item/backpack_basic_parent.json
L798[13:51:54] <gr8pefish> SO it's still
looking in the models/item dir, not in blockstates/*
L799[13:54:00] <howtonotwin> pastebin
things
L800[13:54:01] <howtonotwin> logs
L801[13:54:03] <howtonotwin> jsons
L802[13:54:04] <howtonotwin> code
L803[13:54:10] <gr8pefish> k
L804[13:59:58]
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()
L807[14:02:12] *** fry sets mode: -b
*!*@c-24-13-64-193.hsd1.il.comcast.net
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L810[14:04:19] <howtonotwin>
"model": "ironbackpacks:backpack_basic"
L811[14:04:22] <howtonotwin> make
that
L812[14:04:33] <howtonotwin>
"model": "ironbackpacks:backpack"
L814[14:05:08] ⇦
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L819[14:08:47] <howtonotwin> no need the
whole thing
L820[14:08:54] <howtonotwin> there are
multiple stacktraces
L821[14:09:00] <howtonotwin> I need the
second one
L822[14:09:05] <gr8pefish> okay
L823[14:09:26]
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L825[14:10:16] ***
tterrag is now known as tterrag|away
L826[14:11:44] <howtonotwin> that implies
that the custom model loader isn't doing its job
L827[14:11:52] <howtonotwin> did you
change anything?
L828[14:12:03] ⇦
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timeout: 183 seconds)
L831[14:15:05] <howtonotwin> erm
L832[14:15:10] <howtonotwin> can you
breakpoint loadModel
L833[14:15:16] <gr8pefish> sure
L834[14:15:22] <howtonotwin> oh
L835[14:15:25] <howtonotwin> be
careful
L836[14:15:34] <howtonotwin> it'll be
called once for every single model in the game
L837[14:15:40] <howtonotwin> and not
loadModel
L838[14:15:41] <howtonotwin> sorry
L839[14:15:44] <howtonotwin> accepts
L840[14:15:55] <gr8pefish> oh, I should
mention, it is rendering in inventory as a block (3d) not as a 2d
item
L841[14:16:14] <howtonotwin> the missing
model?
L842[14:16:21] <gr8pefish> yes
L843[14:16:37] <howtonotwin> that's just
because that's how the missing model is shaped xD
L844[14:16:46] <gr8pefish> okay, just
making sure
L845[14:16:57] *
gr8pefish goes to do breakpoint stuff
L846[14:22:27] ⇦
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the connection)
L847[14:23:25]
⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L848[14:24:11] <gr8pefish> howtonotwin,
what information exactly are you looking for in the breakpoint? The
modelLocation's field resourcePath?
L849[14:24:29] <howtonotwin> the entire
path given
L850[14:24:57] <howtonotwin> you can
probably filter the calls with path.getDomain()
L851[14:25:05] <gr8pefish> yeah I did
that
L852[14:26:09] <gr8pefish> Okay, so it is
looking for ModelLocation.resourcePath as
models/item/backpack_basic_parent
L853[14:26:25] <howtonotwin> that's for
the blockstate
L854[14:26:29] <howtonotwin> should be
ignored
L855[14:26:57] <gr8pefish> Next one is
inventory variant, should that be ignored too?
L856[14:27:06] <howtonotwin> same
RL?
L857[14:27:13] <howtonotwin> if so
yes
L858[14:27:51] <gr8pefish> then next one
is models/block/backpack
L859[14:28:07] <howtonotwin> oh
L860[14:28:10] <howtonotwin> that's
why
L861[14:28:14] <howtonotwin> you know
what?
L862[14:28:16] <howtonotwin> change
accepts
L863[14:29:30] <howtonotwin> make it into
getDomain().equals(Constants.MODID) &&
(getPath().equals("backpack") ||
getPath().equals("block/backpack") ||
getPath().equals("models/block/backpack"))
L864[14:29:33] <howtonotwin> or something
similar
L865[14:30:56] <gr8pefish> Is that a
filtering if statement to add in?
L866[14:31:04] <howtonotwin> ?
L867[14:31:08] <howtonotwin> no just
return that
L868[14:31:11] <howtonotwin> or something
close to it
L869[14:31:11] <gr8pefish> okay
L870[14:31:21] <howtonotwin> and drop the
RL constant that used to be there
L871[14:31:34] <gr8pefish> kay
L872[14:31:54] ⇦
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L874[14:37:02] <gr8pefish> should the 3d
model to render be in assets/../models/item or just in
assets/../models/ ?
L875[14:38:40] <howtonotwin>
models/item
L876[14:38:43] <howtonotwin> wait
L877[14:38:45] <howtonotwin> no
L878[14:38:49] <howtonotwin> yes just
models/
L879[14:39:04] <howtonotwin> you can
change that by changing the path in the IModel/
L880[14:39:25]
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L881[14:39:31] <gr8pefish>
affirmative
L882[14:39:52] <gr8pefish> hey no errors
when loading mc
L883[14:40:10]
⇨ Joins: thechief5456
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L884[14:40:27] <gr8pefish> erp, but a
crash :P
L886[14:41:36]
⇨ Joins: ltp
(~ltp@mobile-166-172-187-243.mycingular.net)
L887[14:42:11] <tterrag|away> your
transforms are missing an entry
L888[14:42:25] <tterrag|away> you should
do something like getOrDefault(TRSRTransformation.identity())
L889[14:42:29] ***
tterrag|away is now known as tterrag
L890[14:43:12] *
howtonotwin hides
L891[14:46:26] <gr8pefish> Still getting a
NPE using: transforms.getOrDefault(transformType,
TRSRTransformation.identity())
L893[14:47:42] ⇦
Quits: ltp (~ltp@mobile-166-172-187-243.mycingular.net) (Ping
timeout: 183 seconds)
L894[14:49:57] <tterrag> perhaps
transformType is null?
L895[14:49:59] <tterrag> show your
stacktrace
L897[14:50:33] <gr8pefish> transformType
isn't null, it appears transformed and baseMatrix are
L898[14:50:33] <tterrag> oh
L899[14:50:35] <tterrag> getRight() is
giving null
L900[14:50:41] <gr8pefish> yup
L901[14:50:57] <tterrag> that doesn't make
sense
L902[14:51:06] <tterrag> wait
L903[14:51:19] <tterrag> it must be in
your handlePerspective delegation call
L905[14:51:41] <howtonotwin> DURR!
L906[14:51:48] <howtonotwin> the matrix
may also be null
L907[14:51:51] *
howtonotwin is a failure
L908[14:52:07] <howtonotwin> explicitly
stated in the comment on that method too ;_;
L909[14:52:14] <gr8pefish> howtonotwin is
not a failure, just messes up sometimes like all of us :)
L910[14:52:38] <howtonotwin> more null
checks
L911[14:52:40] <howtonotwin> yay
L912[14:53:38] <gr8pefish> that's all it
is to fix it?
L913[14:53:42] <howtonotwin> yep
L914[14:54:19] <howtonotwin> but the way
the matrix is being set rn is a bit stranger than normal
L915[14:54:29] <gr8pefish> what gets
returned if the null checks don't pass?
L916[14:54:34] <howtonotwin> bc
Matrix4f::mul actually overwrite itself
L917[14:54:41] <howtonotwin> just replace
null with the identity matrix
L918[14:54:54] <howtonotwin> so you want
to take the matrix out
L919[14:55:15] <howtonotwin> if its null,
default to identity matrix
L920[14:55:19] <howtonotwin> then multiply
that
L921[14:55:24] <gr8pefish> gotcha
L922[14:55:34] <howtonotwin> then
Pair.of(old.left, newMatrix)
L923[14:55:57] <howtonotwin> unlike right
now where mul directly mutates the pair
L924[14:56:03] <gr8pefish> Okay
L925[14:56:11] <gr8pefish> Easy code way
to get identity matrix?
L926[14:56:20] <gr8pefish> i.e. method
call
L927[14:56:34] <Ordinastie> m.identity()
?
L928[14:57:02] <gr8pefish> where m is what
class?
L929[14:57:18] <gr8pefish> sorry I know
it's basic, but I just don't know the specifics
L930[14:57:55] <tterrag> Matrix4f
L931[14:57:55] <howtonotwin>
Matrix4f
L932[14:58:01] <tterrag> NINJAD
L933[14:58:11] <howtonotwin> ...
L934[14:58:12] <howtonotwin> y
L935[14:58:17] <howtonotwin> y u do this
garrett
L936[14:58:21] <howtonotwin> :P
L937[14:59:00] <gr8pefish> ah it was
instance.setIdentity() not a static call
L938[14:59:12] <gr8pefish> ty ninja
garrett
L939[14:59:16] <gr8pefish> xD
L940[14:59:36] <howtonotwin> /effect
tterrag slowness 1000000 255
L941[15:00:28] <fry> can always use
TRSRTransformation.identity().getMatrix() so that you don't have to
manually create a new object and call the method
L942[15:01:14] ⇦
Quits: Cojo
(~Cojo@cpe-2606-A000-4C46-8D00-A97F-59EE-6552-5D7D.dyn6.twc.com)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L943[15:01:27] <tterrag> ^^ what fry
said
L944[15:01:34] <tterrag> I
mean....what........fry.......said....
L945[15:01:47] <gr8pefish> Ah thanks fry,
that's exactly what I was looking for
L946[15:02:31] <fry> triple ping! been
awhile since I had one of those :D
L947[15:03:03]
⇨ Joins: ltp
(~ltp@mobile-166-172-187-243.mycingular.net)
L948[15:03:05] <gr8pefish> sorry, your
name is so short, forgot about that!
L949[15:03:06] <tterrag> doesnt' that mean
you're going to haunt us now?
L950[15:04:23]
⇨ Joins: Hgrebnednav
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L951[15:04:52] <howtonotwin> ?yrf
L952[15:05:07] *
howtonotwin cackles once more
L953[15:07:02] <gigaherz> is that supposed
to be RTL text?
L954[15:07:14] <howtonotwin> it is
L955[15:07:17] <howtonotwin> xD
L956[15:07:24] <gigaherz> doesn't work
here ;:p
L957[15:07:26] <gigaherz> ;P*
L958[15:07:30] <tterrag> bad IRC
client
L959[15:07:33] <tterrag> looks fine to me
:D
L960[15:07:40] <howtonotwin> select a bit
of it
L961[15:07:48] <howtonotwin> just the
tip
L962[15:07:53]
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L963[15:08:12] ⇦
Quits: ltp (~ltp@mobile-166-172-187-243.mycingular.net) (Remote
host closed the connection)
L964[15:08:58] <gr8pefish> WOOT! progress
:D Not perfect, but finally a 3d model on the ground
L965[15:09:03] <howtonotwin> yay
L966[15:09:13] <howtonotwin> in hand it
WAS supposed to be invisible, right :P
L967[15:09:25] <howtonotwin> you can just
swap out the paths if it's not
L968[15:09:31] <gr8pefish> xD No, but that
should be easy to change right, just paths
L969[15:09:33] <gr8pefish> ^
L970[15:09:36] <gr8pefish> yeha
perfect
L971[15:09:48] <howtonotwin>
pictures?
L972[15:10:48] <gr8pefish> one sec, trying
to get it to work in term of normal (non-invisible) item in hand
real quick
L973[15:11:10] <howtonotwin> you can
probably change the constant directly and F3+T
L974[15:11:16] <howtonotwin>
probably
L975[15:11:18] <gr8pefish> tried, didn't
work
L976[15:13:51] ⇦
Quits: jordibenck (~jordi@86.89.212.184) (Quit:
Leaving)
L977[15:15:20] ***
fry is now known as fry|sleep
L979[15:15:58] <gr8pefish> close!
L980[15:16:30] <gr8pefish> Just need to
change it so that in the inventory the icon isn't the model, but
the icon (possible?) and make the model not go into the
gorund
L981[15:16:38] ⇦
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seconds)
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L983[15:17:41]
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L984[15:17:52] <ScottehBoeh> Salutations
:)
L985[15:18:46] <howtonotwin> hello mr. war
mod
L986[15:18:48] <howtonotwin> :P
L987[15:18:54] <ScottehBoeh> xD
L988[15:20:53] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L989[15:21:27] <Koward> Guys what's the
class of the redstone dust block ?
L990[15:21:55] <howtonotwin>
BlockRedstoneWire
L991[15:22:34] <Koward> Oh I thought that
was the trap wire
L992[15:22:40] <Koward> Thank you.
L993[15:22:57] <howtonotwin> np
L994[15:28:50]
⇨ Joins: wundrweapon
(~quassel@cpe-172-101-184-119.rochester.res.rr.com)
L995[15:29:29] <wundrweapon> I solved the
client/common problem in the worst way eveer but fuck it, it
works
L996[15:29:42] <howtonotwin> um?
L997[15:30:00] <howtonotwin> the
"solution" is like the most common thing in all mods
:P
L998[15:30:36] <wundrweapon> instead of
making a clientproxy variable, I just made the skipBowPullAnim
function static and called it directly with
ClientProxy.sBPA()
L999[15:30:46] <howtonotwin> UM
L1001[15:30:50] <howtonotwin> thats
L1002[15:30:55] <howtonotwin> that's how
you do it
L1003[15:30:57] <howtonotwin> like
that
L1004[15:31:18] <wundrweapon> wtf
L1005[15:31:28] <wundrweapon> why won't
eclipse find IProxy
L1006[15:31:44] <howtonotwin> bc that's
meant to be your own interface
L1007[15:31:45] <howtonotwin> xD
L1010[15:32:02] <gigaherz> I dont' even
cal lthem IProxy
L1012[15:32:13] <gigaherz> for my it's
either IModProxy, or ISidedProxy, depending on which mod you look
at
L1013[15:32:14] <gigaherz> ;p
L1014[15:32:16] <gigaherz> me*
L1015[15:33:23] <howtonotwin> you
see?
L1016[15:33:33] <howtonotwin> the
interface defines what the proxy does
L1017[15:33:41] <howtonotwin> and then
the implementations
L1018[15:33:42] <wundrweapon> I sorta get
it, but what of those things are needed
L1019[15:33:52] <howtonotwin> whatever
you need to need
L1020[15:33:54] <howtonotwin> um
L1021[15:33:56] <howtonotwin>
english
L1022[15:34:01] <Koward> Btw I don't know
why people always do a COmmonProxy
L1023[15:34:21] *
wundrweapon suspects that English may not be howtonotwin's first
language
L1024[15:34:33] <howtonotwin> it is,
kinda
L1025[15:34:39] <howtonotwin> you see I
knew another language
L1026[15:34:57] <gr8pefish> howtonotwin,
do you know the way to set the (y point?) of the item on the ground
so that it is higher up and doesn't clip into the ground
L1027[15:34:58] <howtonotwin> and then I
English was basically the only language in my life from age 3
on
L1028[15:35:10] <gr8pefish> *item on the
ground = le new fancy model
L1029[15:35:11] <wundrweapon> what did
you once know
L1030[15:35:15] <Koward> Then you were
kidnapped by evil americans and raised in NYC sewers ?
Typical.
L1031[15:35:21] <howtonotwin> :D
L1032[15:35:24] <gr8pefish> what
language?
L1033[15:35:30]
⇨ Joins: secknv
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L1034[15:35:54] <howtonotwin> gr8pefish I
think the only things you can do are edit the model to not clip
and/or set transforms
L1035[15:36:44] *
howtonotwin invokes The BS Act S5.2a; therefore evading the
question.
L1036[15:36:44] <gr8pefish> all I want is
it to be higher up, it's default is like 1/2 in the ground. Is the
best way to do that just transform it vertically?
L1037[15:37:48] <howtonotwin> nope,
either edit the model or give it a transform
L1038[15:37:52] <Koward> Guys I want to
notify neighbors when my generator block (for my custom
redstone-like power) is placed, but onBlockAdded is called before
the Tile Entity is set so I can't get the capability from it.
L1039[15:38:07] <howtonotwin> 1)
onBlockAddedBy
L1040[15:38:26] <howtonotwin> 2) DO NOT
DO ANYTHING AT ALL THAT WOULD MAKE onBlockAdded NOT A PURE
FUNCTION
L1041[15:39:01] <howtonotwin> EVER
L1042[15:39:18] <howtonotwin>
/minorrant
L1043[15:39:54] *
howtonotwin exorcises the spirit of Lex
L1044[15:39:54] <gr8pefish> hmm, by
"give it a transform" is that in the code, or in the
model json?
L1045[15:39:59] <howtonotwin> json
L1046[15:40:04] <howtonotwin> wait
L1047[15:40:07] <howtonotwin> nvm
L1048[15:40:14] <howtonotwin> really best
bet is to edit the JSON
L1049[15:40:23] *
gr8pefish still doesn't know enough about models after all
this
L1050[15:40:24] <Koward> Ok ok. When I
think about it I don't need the capability anyway, I was just using
this IRC chat to force me to properly formulate my thoughts.
L1051[15:40:31] <gr8pefish> Alright, will
edit json, ty
L1052[15:40:33] <Koward> Really a bad
habit
L1053[15:41:55] <howtonotwin> also gr8pe
model docs are on their way
L1054[15:41:58] <howtonotwin> hang
tight
L1055[15:42:01] <gr8pefish> \o/
L1056[15:42:04] *
howtonotwin is Model Man
L1057[15:42:17] *
howtonotwin is dispensing model help to all these lost
souls
L1058[15:42:41] <gr8pefish> by the way,
can I like buy you a beer or something, or in some way show my
gratitude for all your rediculous amounts of help? <3
L1059[15:42:52] <howtonotwin> the thing
that you can do
L1060[15:42:57] <howtonotwin> is when I
push my docs
L1061[15:43:01] <howtonotwin> you can
proofread them
L1062[15:43:06] <howtonotwin> like deeply
proofread them
L1063[15:43:14] <howtonotwin> nitpick the
tiniest blip of word choice
L1064[15:43:23] <howtonotwin> :P
L1065[15:43:28] <gr8pefish> I can do
that, definitely!
L1066[15:43:45] <howtonotwin> now you'll
have to wait for a week as I write the other half
L1067[15:43:46] <howtonotwin> xD
L1068[15:43:52] <gr8pefish> haha
L1069[15:44:13] <gr8pefish> if you want
to send me WIP sections to edit/proofread just let me know as
well
L1070[15:44:39] <howtonotwin> I'll give
you a gist of the first half then
L1071[15:44:51] <howtonotwin> note: This
requires that you have also read the current model docs
L1072[15:45:12] *
gr8pefish starts reading other model docs frantically
L1074[15:45:34] <howtonotwin> here
L1075[15:45:43] <howtonotwin> find
mkdocs.yml at the root of the repo
L1076[15:45:52] <howtonotwin> and that'll
tell you the order you should read them in
L1077[15:46:03] <howtonotwin> section
"Models"
L1079[15:47:16]
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L1080[15:47:21] <howtonotwin> and here's
the new section
L1081[15:48:13] <gr8pefish> Alright,
it'll take me a bit, I have to read the other docs and I want ot be
thurough
L1082[15:48:28] <gr8pefish> I can't
english either apparently
L1083[15:48:39] <gr8pefish> *to be
thorough
L1084[15:49:00] <howtonotwin> yay that's
proofreading slave #2
L1085[15:49:05] <howtonotwin> who's next?
:D
L1086[15:49:32] <gigaherz> finally! got a
nice configuration on my voxel engine's terrain generation
algorithm
L1087[15:50:42]
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L1093[15:57:52] <wundrweapon>
HOWTONOTWIN
L1094[15:58:00] <howtonotwin> hi
L1095[15:58:02] <wundrweapon> I MADE THE
SELECTABLE ZOOM
L1096[15:58:12] <wundrweapon> IT WORKED
FLAWLESSLY
L1097[15:58:14] <howtonotwin> you seem
very excited
L1098[15:58:16] <howtonotwin> :P
L1100[15:58:45] <wundrweapon> I am
because I had to do the researches and found out about this
FOVUpdateEvent which I have to use
L1101[15:58:58] <wundrweapon> that is in
fact me rn, just the opposite gender
L1102[15:59:10] <howtonotwin> I think
YOU'RE the one who has english as a second language
L1103[15:59:12] <howtonotwin> lol
L1104[15:59:20] <howtonotwin> (jk)
L1105[16:00:45] <wundrweapon> kek
L1106[16:00:50] <wundrweapon> I wish I
did, though
L1107[16:01:03] <wundrweapon> knowing two
langauges would make my life a bit less of a waste
L1108[16:01:04]
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L1109[16:01:33] <gigaherz> they say it
makes your brain better at understanding things, too
L1110[16:01:34] <wundrweapon> anyways, ow
enhancements is like 50% done with the first public beta
L1111[16:01:36] ***
mumfrey is now known as Mumfrey
L1112[16:01:47]
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L1113[16:01:47] <gigaherz> as in, less
rigid
L1114[16:01:53] <wundrweapon> all it
needs is a pair of enchants, and then ta-da
L1115[16:02:36] <wundrweapon> thing
is...
L1116[16:02:41] <wundrweapon> they'll be
the hardest two :/
L1117[16:02:51] <howtonotwin> what are
they?
L1118[16:02:59] <gigaherz> making the
enchants is really really easy
L1119[16:03:04] <gigaherz> making the
enchants DO things, that's the fun part
L1120[16:03:04] <gr8pefish> sweet, that
json modification worked perfectly. howtonotwin, do you know how to
change it so the icons shown in the hotbar show the texture and not
the model (i.e. the item, not the "block") as well?
L1121[16:03:04] <gigaherz> ;P
L1122[16:03:14] <howtonotwin> ?
L1123[16:03:18] <howtonotwin> don't they
do that already?
L1125[16:03:45] <howtonotwin> oh
L1126[16:03:59] <gigaherz> just have
different models in the "inventory" variant?
L1127[16:04:06] <howtonotwin> change the
if statement in handlePerspective
L1128[16:04:08] <howtonotwin> :P
L1129[16:04:27] <howtonotwin> Inventory
(hotbar included) is GUI
L1130[16:04:45] <gigaherz> oh he wants
the in-hand model different?
L1131[16:05:01] <gr8pefish> yup
giga
L1132[16:05:18]
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L1133[16:05:59] <wundrweapon> what they
are is automated rapid fire (machine gun, if you will) and
anti-gravity arrows
L1134[16:06:23] <howtonotwin> hmm
L1135[16:06:29] <howtonotwin> add data to
arrows
L1136[16:06:31] <wundrweapon> I know one
guy (Lithian?) made anti-gravity arrows as an enchant in one of his
open-source mods, but the code is too ocmplex for me
L1137[16:06:39] <howtonotwin> and then
use events?
L1138[16:06:48] <wundrweapon> how
so?
L1139[16:07:30] <howtonotwin> IDK no IDE
in front of me :P
L1140[16:07:33] <gr8pefish> sweet, thanks
howtonotwin, that works perfectly
L1141[16:09:05] <gr8pefish> In retrospect
I probably should have just gone ahead and done a full model
everywhere and then just rendered it a little special in hand/in
gui. ¯\_(ツ)_/¯
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L1145[16:11:51] <Shambling> is ugly
textures on mod villagers common? I'm getting either ultra
antialiased textures (i.e. taking the texture, and blurring it so
badly its fugly) or the texture is white
L1146[16:13:11] <Roburrito> I'm feeling
really stupid. I seem to be having trouble with
ModelLoader.setCustomModelResourceLocation
L1147[16:13:40] <Roburrito>
ModelResourceLocation(HorseLords.MODID + ":" + id,
"inventory")
L1148[16:14:03] <wundrweapon> wait
L1149[16:14:03] <Roburrito>
assets.horselords.models.item
L1150[16:14:20] <wundrweapon> I just
remembered I have a third enchant that has yet to be done... and
it's a doozy
L1152[16:14:46] <wundrweapon> as soon as
the arrow is fired, it lands (and deals damage, if applicable)
wherever it would normally land... instantly
L1153[16:14:57] <howtonotwin> That
L1154[16:15:02] <howtonotwin> seems
difficult
L1155[16:15:04] <howtonotwin> very
L1156[16:15:06] <howtonotwin> :P
L1157[16:15:08] <howtonotwin> well
L1158[16:15:10] <howtonotwin> wait
L1159[16:15:14] <howtonotwin> you could
spawn an arrow
L1160[16:15:20] <wundrweapon> so
anti-gravity and instant land makes it a CoD sniper rifle :/
L1161[16:15:24] <howtonotwin> then
while(!hit) arrow.onUpdate()
L1162[16:15:28] <Roburrito> Thank you,
reading now.
L1163[16:15:47] <howtonotwin> which would
constantly shove the arrow around to its target
L1164[16:15:53] <howtonotwin> in one
tick
L1165[16:16:12] <howtonotwin> that's how
Botania handles its fake mana bursts :P
L1166[16:16:17] <wundrweapon> as as long
as not on the ground, keep updating it, then spawn an arrow in its
place?
L1167[16:16:22] <wundrweapon> then what
about the original arrow
L1168[16:16:25] <howtonotwin> what
L1169[16:16:29] <howtonotwin> no just
spawn the arrow
L1170[16:16:35] <howtonotwin> update it
until it hits something
L1171[16:16:35] <wundrweapon> oh
L1172[16:16:37] <howtonotwin> then
stop
L1173[16:16:41] <wundrweapon> I see what
you're saying
L1174[16:16:59] <howtonotwin> BTW
anti-grav+insta arrows could be really bad
L1175[16:17:10] <howtonotwin> what if I
shoot parallel to the ground
L1176[16:17:13] <howtonotwin> in a
superflat world?
L1177[16:17:25] <howtonotwin> so the
arrow just sails on forever through unloaded chunks?
L1178[16:17:29] <Shambling> so weird,
they spawn with a texture, then minecraft sets it white
L1179[16:17:41] <wundrweapon> that's why
I'd need to add protection against chunk loads
L1180[16:18:00] <howtonotwin> or you can
just say antigrav+instant = no :P
L1181[16:18:01] <wundrweapon> I would, in
theory, despawn the arrow when it leavs the loaded chunks
L1182[16:18:22] <wundrweapon> the reason
I added instant was solely because I wanted it with anti-grav
XD
L1183[16:18:30] <howtonotwin> oh ok
L1184[16:18:31] <howtonotwin> :P
L1185[16:19:03] <wundrweapon> the idea
originally was to make it like a sniper rilfe (by doing that) and
have the MORS fire sound from Advanced Warfare play on-fire
L1186[16:19:24] <howtonotwin> 3 sticks
and spider string = gunshot?
L1187[16:19:51] <howtonotwin> :P
L1188[16:20:01] <Roburrito> Okay, so I'm
calling the method correctly. I don't have a blockstate and am
passing "inventory" as the second string. So it goes to
#4 on that list.
L1189[16:20:08] <howtonotwin> yep
L1190[16:20:30] <Roburrito> I have
ironHorseShoe, which is presently working with localization, so I
know I have the name being passed along in one direction.
L1191[16:20:45] <wundrweapon> yes,
exactly XD
L1192[16:20:49] <wundrweapon> why
wouldn't it be
L1193[16:21:03] <Roburrito> and in
assets.horselords.models.item I have ironHorseShoe.
L1194[16:21:09] <howtonotwin>
remember_to_snake_case_everything_resource_system_related
L1195[16:21:19] <howtonotwin>
ironHorseShoe.json?
L1196[16:21:24] <howtonotwin> it has to
be .json
L1197[16:21:31] <howtonotwin> even though
the path doesn't say it
L1198[16:21:52] <howtonotwin> also fyi if
you have MC loaded
L1199[16:21:53] <Roburrito> The file in
item is ironHorseShoe.json
L1200[16:22:07] <howtonotwin> and you
just changed something in assets and the code is untouched
L1201[16:22:11] <howtonotwin> you can use
F3+T
L1202[16:22:24] <howtonotwin> logs
L1203[16:22:44] <Roburrito> Oh,
interesting.
L1204[16:22:44] <howtonotwin> models tend
to generate stacktraces ad nauseam :P
L1205[16:23:14] <Roburrito> But I should
have iron_horse_shoe instead of ironHorseShoe? Just for best
practices?
L1206[16:23:17] <howtonotwin> yes
L1207[16:23:24] <howtonotwin> also bc
1.11 will kill you otherwise
L1208[16:23:26] <wundrweapon>
the_danger_noodles_have_invaded_our_resources
L1209[16:23:29] <Roburrito> GOOD
REASON
L1210[16:24:05] <howtonotwin> ^ THAT'S
THE LITERAL OPPOSITE OF SNAKE CASE RIGHT THERE
L1211[16:24:07] <howtonotwin> :P
L1212[16:24:12] <wundrweapon> kek
L1213[16:24:21] <wundrweapon> technically
"kek" is valid snek case
L1214[16:24:38] <Roburrito> kek snek bek
kek
L1215[16:24:44] <wundrweapon> not that
though ^
L1216[16:24:46] <gr8pefish> howtonotwin:
hmm, so here's a small dillema. I want to render every backpack
differently, and I would rather not rewrite all that special code
we just did for every backpack (all of them are an ItemBackpack).
However, the resource locations change for each backpack type
(obviously). The resource locations can be accessed from each
backpack item, but that isn't accessible (as far as I know) in an
IModel. How do I expand the system to account
L1217[16:24:47] <gr8pefish> for
that?
L1218[16:25:03] <howtonotwin>
IModelCustomData
L1219[16:25:08] <howtonotwin> or whatever
it's called
L1220[16:25:12] <gr8pefish> I'll look
into it, thanks
L1221[16:25:25] <Roburrito> Hokieday, so
in ModItems I have my ItemBase fields which don't care about the
danger noodles.
L1222[16:25:29] <howtonotwin> use that to
make the submodels definable in JSON
L1223[16:25:47] <Shambling> what was the
reasoning behind no uppercase in 1.11 anyways?
L1224[16:25:52] <howtonotwin> note:
registry_names_are_snake_case_too
L1225[16:26:01] <howtonotwin> filesystem
case sensitivity
L1226[16:26:05] <Roburrito> Then I
register them, passing the String "item_name" along
instead of "itemName" as I have been, refactoring along
the way.
L1227[16:26:14] <Roburrito> So glad I
started testing this with two items :P
L1228[16:26:21] <howtonotwin> logs would
be very nice :P
L1229[16:26:26] <Shambling> has that been
an issue up until now? Its supported mac windows and linux quite
well
L1230[16:26:27] <howtonotwin> very
L1231[16:26:32] <howtonotwin> ask
mojang
L1232[16:26:34] <howtonotwin> :P
L1233[16:26:50] <wundrweapon> I just
added a config option for the anim skip, just in case some crazy
boi wants it unchanged XD
L1234[16:27:09] <howtonotwin> now imagine
what that code would be in 1.7
L1235[16:27:14] <howtonotwin> does that
make you happy :P
L1236[16:27:15] <Roburrito> Imma try
snaking before passing a log.
L1237[16:27:18] <diesieben07> random
question: is there such a thing as a "gpu emulator"? As
in: software that pretends to be a graphics driver but works
without any kind of GPU and just emulates the whole thing and gives
me some kind of image at the end
L1238[16:27:28] <Shambling> directx
L1239[16:27:29] <Shambling> =P
L1240[16:27:32] <howtonotwin> it's called
VirtualBox :P
L1241[16:27:41] <howtonotwin> (jk)
L1242[16:27:47] <diesieben07> directx is
a graphics api...
L1243[16:27:48]
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L1244[16:27:54] <diesieben07> and does
VirtualBox run without a gpu?
L1245[16:28:10] <howtonotwin> /macro
testit
L1246[16:28:13] <wundrweapon>
howtonotwin: probably evil as all hell, which makes me happy, but
then I realize that I'll have to update Ender Advancement to 1.10.2
and the means custom JSONs and moar_snek_case
L1247[16:28:15] <Shambling> Not sure if
it does it anymore, but I was referencing the fallback methods it
would use if you didn't have a standalone gpu
L1248[16:28:57] <diesieben07> i am
talking about not having ANY kind of GPU
L1249[16:29:06] <diesieben07> a server in
a datacenter somewhere which does not even have a monitor
L1250[16:29:25] <gr8pefish> howtonotwin,
using the IModelCustomData I would have to implement a new IModel
for each backpack variant, correct? Because IModel is immutable,
meaning I can't change it. Oh wait, could I just pass in the
differentiated RL to the constructor of the IModel?
L1252[16:29:31] <howtonotwin> no
L1253[16:29:38] <howtonotwin> you can use
JSON for it then
L1254[16:29:54] <gr8pefish> pure
json?
L1255[16:29:59] <howtonotwin> so use IMCD
to make the several perspectives totally customizable
L1256[16:30:00] <howtonotwin> yes
L1257[16:30:17] <diesieben07>
howtonotwin, that's just CUDA. i would need OpenGL (this is for MC
:P)
L1259[16:30:33] <gr8pefish> oh okay. I
guess the static final RL fields at the top would go away then and
be replaced by that json data
L1260[16:30:37] <diesieben07> but it's
just openGL-ES
L1261[16:30:39] <howtonotwin> yes
L1262[16:31:15] <wundrweapon> I'm gonna
try to make the onUpdate loop in my arrowlooseevent handle. any
ideas on how to get the arrow in question?
L1263[16:31:24] <howtonotwin> you
can't
L1264[16:31:27] <wundrweapon> damn
L1265[16:31:29] <howtonotwin> it happens
before the arrow spawns
L1266[16:31:33] <wundrweapon> so i create
a newarrow
L1267[16:31:45] <howtonotwin> and return
-1
L1268[16:31:48] <howtonotwin> that should
do it
L1269[16:31:50] <howtonotwin> :P
L1270[16:32:08] <wundrweapon>
"create a new arow and return -1"wat
L1271[16:32:11]
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L1272[16:32:20] <Roburrito> Okay,
noodling my filenames did not fix it. What log do you want?
L1273[16:32:25] <howtonotwin> the client
log
L1274[16:32:29] <howtonotwin> all of
it
L1275[16:32:45] <howtonotwin> don't cut
any parts away bc model errors produce multiple stacktraces
L1276[16:33:22] <howtonotwin> -1 cancels
the spawning of the arrow in ItemBow
L1277[16:33:39] <wundrweapon> couldn't I
just cancel the event then...?
L1278[16:33:45] <howtonotwin> oh
L1279[16:33:48] <howtonotwin> oh
right
L1280[16:33:51] <howtonotwin> carry
on
L1281[16:34:00] *
howtonotwin increases shame counter
L1282[16:34:05] <wundrweapon> also, how
would I deal with spectral/tipped arrows?
L1283[16:34:23] <howtonotwin> well
they're all still EntityArrow
L1284[16:34:23] <wundrweapon> because
those are a thing now, unfortunately
L1285[16:34:27] <wundrweapon> oh
really?
L1286[16:34:29] <wundrweapon> nice
L1287[16:34:30] <howtonotwin> I
think
L1288[16:34:39] <howtonotwin> except
maybe the spectral one
L1289[16:34:46] <gr8pefish> yeah they are
I think
L1290[16:35:03] <wundrweapon> they both
extend entityarrow :P
L1291[16:35:14] *
wundrweapon beathes a sigh of relief
L1292[16:36:06] <howtonotwin>
instant+rapidfire+infinity+antigrav+allcritical arrows
L1293[16:36:09] *
howtonotwin is scared
L1294[16:37:30] <howtonotwin> gr8pefish:
If you want to know how IModel and IBakedModel work they're
actually in my docs
L1295[16:37:42] <howtonotwin> and so are
all the IModel subinterfaces
L1296[16:37:58] <gr8pefish> Yeah I'll
read it all for sure, ty
L1297[16:38:08]
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L1298[16:38:19] <gr8pefish> Just want to
get this working since I'm so close then I'll dive into the
details
L1299[16:38:33] <howtonotwin> the thing
about the model system is
L1300[16:38:44] <howtonotwin> if you
don't already know how it works
L1301[16:38:54] <gigaherz> hmm I wonder
what would be a good way to generate random "cliffs" on a
heightmap
L1302[16:38:55] <howtonotwin> you will
fry your brain trying to get it by trial and error
L1303[16:39:17] <howtonotwin> I should
know :P
L1304[16:39:26] <howtonotwin> I went
codediving to write those docs
L1305[16:39:30] <gr8pefish> ^ True,
that's what I've basically tried to do :P
L1306[16:39:41] <gigaherz> constrained
trial and error is how science works
L1307[16:39:47] <gigaherz> unconstrained
trial and error is how idiots work
L1309[16:40:46] <howtonotwin> I don't see
any errors...
L1310[16:40:53] <howtonotwin> what did
you say was your problem again?
L1311[16:41:40] <wundrweapon> you know
what on second thought entityarrow is arguably the most frustating
class I've ever dealt with
L1312[16:41:41] <Roburrito> One moment,
screenshotting
L1313[16:41:54] <howtonotwin> this is
MC
L1314[16:41:56] <wundrweapon> and I don't
event know how to deal with it
L1315[16:42:01] <howtonotwin> and we're
hacking into it
L1316[16:42:06] <howtonotwin> ofc it'll
be a mess :P
L1317[16:42:59]
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L1318[16:43:31] <wundrweapon> anyways, I
have no clue what I'm doing with this getArrowStack abstracted
method
L1319[16:43:37] <howtonotwin> erm
L1321[16:44:46] <Roburrito> I can make
WORLDS in Unity. Can't get a horseshoe to render in
Minecraft.
L1322[16:45:08] <tterrag> almost like
minecraft isn't a game engine :D
L1323[16:45:19] <howtonotwin> o_O
L1324[16:45:26] <howtonotwin> no errors
but missing model
L1325[16:45:34] <howtonotwin> well that's
a bad omen
L1326[16:45:37]
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L1327[16:45:40] ***
PaleoCrafter is now known as PaleOff
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L1329[16:45:53] <Roburrito> This is
1.10.2
L1330[16:46:36] <howtonotwin> can you
show the JSON?
L1331[16:47:02] <gigaherz> Roburrito:
show your ModelLoader.setCustomMRL call, and your model json /
blockstates json
L1332[16:49:55] <Roburrito> Just uploaded
the whole mod.
L1337[16:51:53] <gigaherz> you have to
register your stuff during the pre-init phase
L1338[16:52:08] <gigaherz> wiat
nevermind
L1339[16:52:11] <gigaherz> the method is
called init
L1340[16:52:13] <gigaherz> but you call
it from preinit
L1341[16:52:26] <Roburrito> Called by mod
class in preinit
L1342[16:52:35] <Roburrito> Ah,
yes.
L1343[16:52:43] <Roburrito> I supppose
that's a best practice fix.
L1344[16:52:46] <howtonotwin> Unrelated:
setUnlocalizedName(name)
L1345[16:52:51] <howtonotwin> bad
practive
L1346[16:52:53] <howtonotwin>
*practive
L1347[16:52:56] <howtonotwin>
*practive
L1348[16:52:59] <howtonotwin> I
quit
L1349[16:53:02] <Roburrito>
*practikal
L1350[16:53:16] <Roburrito> Which part?
Calling it name?
L1351[16:53:21] <Roburrito> Call it
label?
L1352[16:53:23] <howtonotwin> lang files
and unlocalized names are all in the same namespace
L1353[16:53:26] <wundrweapon> bad
paktis
L1354[16:53:26] <gigaherz> you shoudl
always include your modid in lang strings
L1355[16:53:35] <howtonotwin> therefore
this can collide with other mods
L1356[16:53:36] <gigaherz> due to them
being on a global table
L1357[16:53:50] <Roburrito> Ahhh.
L1358[16:53:50] <howtonotwin> ^ he does
it like modid+"."+name
L1359[16:54:15] <gigaherz> I don't see
anything wrong ...
L1360[16:54:18] <gigaherz>
incidently
L1361[16:54:30] <gigaherz> Lex said we
should tell people to use the new registry events
L1362[16:54:41] <gigaherz> ratherthan
register stuff from preinit or such
L1364[16:54:48] <gigaherz>
@SubscribeEvent
L1365[16:54:49] <Roburrito> Followed this
tutorial.
L1366[16:55:00] <howtonotwin> may
7th
L1367[16:55:00] <gigaherz> public void
registerItems(RegistryEvent.Register<Item> ev)
L1368[16:55:03] <howtonotwin> ok not
bad
L1369[16:55:14] <gigaherz> and similarly
for blocks, potions, etc
L1370[16:55:44] <barteks2x> so what is
(pre)init used for now?
L1371[16:55:44] <Roburrito> Put that in
the mod class?
L1372[16:55:52]
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L1373[16:56:00] <howtonotwin> in an event
handler
L1374[16:56:06] <howtonotwin> you know
what those are?
L1375[16:56:13] <gigaherz> barteks2x: for
whatever doesn't have events ;P
L1377[16:56:38] <howtonotwin> you can go
there later
L1378[16:56:39] <barteks2x> and is ther
list of things for which there are events?
L1379[16:56:42] <howtonotwin> rn it
doesn't matter
L1380[16:56:44] <howtonotwin> yes
L1381[16:56:51] <howtonotwin> it's called
net.minecraftforge.event
L1382[16:56:53] <howtonotwin> :P
L1383[16:57:10] <gigaherz> also, there's
now EventBusSubscriber, which registers the class into the event
bus for you
L1384[16:57:11] <gigaherz> XD
L1385[16:57:27] <gigaherz>
(annotation)
L1386[16:57:58] <howtonotwin> *urge to
made Scala DSL for modding intensifies*
L1387[16:57:58] <barteks2x> so no need to
register anything for event bus manually now?
L1388[16:58:26]
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L1390[16:59:23] <wundrweapon> instant
charge + instant land + anti-grav + rapid fire + infinity
L1391[16:59:29] <wundrweapon> I just
realized how damn powerful that is
L1392[16:59:35] <Roburrito> So
registerItems goes in @Mod, is only called by the client, and has
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(HorseLords.MODID + ":" + id,
"inventory"));
L1393[17:00:04] <gigaherz> wat?
L1394[17:00:09] <gigaherz> how did you
reach that conclusion?
L1395[17:00:31] <howtonotwin> I'm sitting
this one out; I've neglected my docs for far too long. :P
L1396[17:00:42] <gigaherz> and no
L1397[17:00:43] <gigaherz> the answer is
no
L1398[17:00:47] <gigaherz> there's a
separate ModelRegistryEvent
L1399[17:00:52] <gigaherz> for when it's
time to register your models
L1400[17:00:52] <gigaherz> ;p
L1401[17:00:54] <Roburrito> Well, it's an
EventHandler, so it would be in my mode-
L1402[17:00:55] <Roburrito> OH
L1403[17:00:59] <Roburrito> Oh.
L1404[17:01:01] <Roburrito> Gotcha.
L1405[17:01:09] <Roburrito> So I was
close, just got which event it was mixed up?
L1406[17:01:09] <gigaherz> and no they
aren't @Mod.EventHandlers
L1407[17:01:17] <gigaherz> those go with
@SubscribeEvent
L1408[17:01:37]
⇨ Joins: illy
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L1409[17:01:39] <wundrweapon> I can't
stand entityarrow any longer...
L1410[17:01:42]
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L1411[17:02:34] <gr8pefish> howtonotwin,
ugh sorry, but I can't figure out the json stuff in combination
with variable states to make the IModel perspective changer work
via IModelCustomData. Help me just a little more?
L1412[17:02:40] <howtonotwin> illy !
Message("illy ! PoisonPill")
L1413[17:02:47] <howtonotwin> ok
L1414[17:02:53] <howtonotwin> so
IModelCustomData is very simply
L1415[17:02:56] <howtonotwin>
*simple
L1416[17:03:02] <howtonotwin> in a
blockstate JSON
L1417[17:03:02] <Roburrito>
@SubscribeEvent
L1418[17:03:02] <Roburrito> public void
registerModels(RegistryEvent.Register<ModelBase> ev) {}
L1419[17:03:07] <illy> Why do you always
try to poison me?
L1420[17:03:09] <Roburrito> Yes no?
L1421[17:03:17] <howtonotwin> you can
have a "custom" block next to a "model"
L1422[17:03:27] <howtonotwin> only in
forge blockstates mind you
L1423[17:03:35] <gr8pefish> okay, I'm
following
L1424[17:03:36] <howtonotwin> and this
data can be anything
L1425[17:03:47] <howtonotwin> now
L1426[17:03:54] <howtonotwin> actually I
forget
L1427[17:04:00] <gigaherz> Roburrito:
no.
L1428[17:04:01] <howtonotwin> how many
TransformTypes are there?
L1430[17:04:08] <gr8pefish> like a lot
xD
L1431[17:04:11] <gr8pefish> 10ish
L1432[17:04:13] <Roburrito> Where can I
get more in-depth?
L1433[17:04:15] <howtonotwin>
alright
L1434[17:04:18] <howtonotwin> so for each
of those
L1435[17:04:19] <gigaherz> It's literally
called ModelRegistryEvent
L1436[17:04:22] <Roburrito> The wiki
seems to be gone.
L1437[17:04:25] <Roburrito> ...
L1438[17:04:26] <Roburrito> Ah.
L1439[17:04:29] <Roburrito> Derp
L1440[17:04:32] <howtonotwin> the best
way to write this model
L1441[17:04:40] <howtonotwin> to make it
as extensible as possible
L1442[17:04:54] <gigaherz> Roburrito: the
idea is that you handle it once, in your client proxy
L1443[17:04:58] <gigaherz> and you call
all the items from it
L1444[17:04:59] <howtonotwin> is to allow
each perspective to have its own IModel behind it
L1445[17:05:14] <howtonotwin> so your
custom IModel acts as a dispatch table to the others
L1446[17:05:17] <howtonotwin>
follow?
L1447[17:05:38] <gr8pefish> mostly
L1448[17:05:41] <Roburrito> DANG IT
L1449[17:05:45] <gr8pefish> the data is
described in the json
L1450[17:05:54] <Roburrito> So I was
going the right way in teh first place.
L1451[17:05:56] <gr8pefish> and then the
IModel reads it essentially?
L1452[17:05:59] <howtonotwin> yes
L1453[17:06:02] <gr8pefish> for each of
the perspectives
L1454[17:06:26] <howtonotwin> so now your
"custom data" is just a simple map transformtype ->
resourcelocation of model
L1455[17:06:37] <gr8pefish> okay
sure
L1456[17:06:52] <howtonotwin> and you'll
receive this data in IModelCustomData::process
L1457[17:07:01] <howtonotwin> as a map
String -> String
L1458[17:07:26] <howtonotwin> vanilla has
a certain "JSON name" for each transform
L1459[17:07:32] <howtonotwin> like
firstperson_righthand
L1460[17:07:35] <howtonotwin> bit
different from the code
L1461[17:07:42] <howtonotwin> you can see
it on the wiki
L1462[17:07:47] <howtonotwin> i
digress
L1463[17:08:09] <howtonotwin> anyway you
just deserialize a TransformType and a ResourceLocation from each
entry of the map
L1464[17:08:11] <howtonotwin> simple,
right?
L1465[17:08:22]
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L1466[17:08:28] <gr8pefish> Okay, yeah
that makes sense
L1467[17:08:37] <howtonotwin> And when
you bake the model, you load and bake all 10-ish of the other
models
L1468[17:08:53] <howtonotwin> and pass
the map TransformType -> IBakedModel to the IBakedModel
class
L1469[17:09:15] <Roburrito> Okay, I'm
going to take a break from this and cook dinner.
L1470[17:09:18] <howtonotwin> so in Scala
that would be
L1471[17:09:26] <gr8pefish> eww scala
:P
L1472[17:09:31] <gr8pefish> jk go
on
L1473[17:09:32] ***
amadornes is now known as amadornes[OFF]
L1474[17:09:59] <howtonotwin>
deserializedMap mapValues ModelLoaderRegistry.loadModelOrLogError
mapValues { _.bake(...) }
L1475[17:10:19] <howtonotwin> so for each
pair (TransformType, ResourceLocation)
L1476[17:10:23] <howtonotwin> load the
model
L1477[17:10:30] <gigaherz> barteks2x:
seems I misread. the full class name is @Mod.EventBusSubscriber,
and it doesn't work on any random class, only the @Mod class
L1478[17:10:32] <howtonotwin> and get a
(TransformType, IModel)
L1479[17:10:35] <howtonotwin> then bake
it
L1480[17:10:37]
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L1481[17:10:46] <howtonotwin> and get a
map TransformType -> IBakedModel
L1482[17:10:53] <howtonotwin> still very
simple, right?
L1483[17:11:01] <gigaherz> or maybe I'm
doing it wrong ;P
L1484[17:11:08] <howtonotwin> then you
pass that down to the IBakedModel
L1485[17:11:26] <howtonotwin> and when
IPAM::handlePersp is called
L1486[17:11:33] <howtonotwin> you just
choose the model from that map
L1487[17:11:41] <howtonotwin>
simple?
L1488[17:11:52] <gr8pefish> I think I
have to try doing it. Mind slowing down, i'll get what you have
written so far and then come back?
L1489[17:12:00] <howtonotwin> ok
L1490[17:12:10] <howtonotwin> really I
just explained the entire thing though
L1491[17:12:11] <howtonotwin> xD
L1492[17:12:16] <gr8pefish> lol okay
:P
L1493[17:13:39] <gr8pefish> so the json
syntax would be what exactly? like this? custom { perspective1:
(IModel? or RL?), perspective2: etc. }
L1494[17:14:10] <howtonotwin> just
RL
L1495[17:14:10] <gr8pefish> ^ RL, not an
IModel in the json actually, you said that
L1496[17:14:58] <gr8pefish> and for each
of the backpacks I would have a seperate json with all these
perspectives, the only difference would be that the RL would
change?
L1497[17:15:05] <howtonotwin> yes
L1498[17:15:11] <gr8pefish> okay, I'll
work on that then
L1499[17:15:14] <gr8pefish> thanks!
L1500[17:15:18] <howtonotwin> you can
probably also have a syntax like
L1501[17:15:23] <howtonotwin> default:
something
L1502[17:15:29] <howtonotwin> which could
make it shorter
L1503[17:15:39] <howtonotwin> really it's
all your thing now :P
L1504[17:16:16] <gr8pefish> okay, I'll
just make it functional then optimize later xD
L1505[17:16:35] <gigaherz> I think maybe
the @EventBusSubscriber isn't working :/
L1506[17:16:58]
⇨ Joins: wundrweapon
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L1507[17:18:14] <TehNut> gigaherz: Yeah I
noticed that, too. But I wasn't 100% sure and didn't feel like
getting yelled at for being stupid
L1508[17:18:15] <gigaherz>
>_<
L1509[17:18:22] <gigaherz> oaky this
won't work for me
L1510[17:18:24] <gigaherz> okay*
L1511[17:18:29] <gigaherz> the registries
fire BEFORE preInit
L1512[17:18:35] <gigaherz> which means
the config hasn't loaded yet
L1513[17:18:37] <TehNut> ...really?
L1514[17:18:39] <gigaherz> because I
don't have the suggested filename
L1515[17:18:50] <wundrweapon> can anyone
walk me through the process of making an arrow entity and having it
"fire" the way another one is at the same time
L1516[17:19:00] <gigaherz> TehNut:
yup
L1517[17:19:03] <gigaherz> I'm getting
NPE
L1518[17:19:10] <wundrweapon> npe?
L1519[17:19:12] <TehNut> That explains
the other issue I had, then :P
L1520[17:19:17] <gigaherz> due to config
not having been loaded
L1521[17:19:22] <wundrweapon> oh that
npe
L1522[17:24:48]
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L1528[17:41:18] <gigaherz> no, custom
goes inside the variants
L1529[17:41:30] <gigaherz> so inside
"inventory"
L1531[17:42:52] <Roburrito> Hm. I'm
looking for methods that give me strings in the render path. Trying
to find the break.
L1532[17:43:24] <Roburrito>
iron_horse_shoe.png exists in textures/items
L1534[17:43:55] <Roburrito>
iron_horse_shoe.json references
horselords:items/iron_horse_shoes
L1535[17:44:18] <Roburrito> So I'm sure
the .json isn't being called.
L1536[17:44:33] <Roburrito> But I can't
mess with the methods that call it directly.
L1537[17:44:57]
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L1539[17:45:40] <Roburrito> And
ModelLoader only has defaultTextureGetter and
getInventoryVariant
L1540[17:45:41] <Roburrito> AH
L1541[17:46:10] <Roburrito>
ModelLoaderRegistry.getActualModelLocation
L1542[17:49:43] ***
gr8pefish is now known as gr8pefish|afk
L1543[17:49:45] <howtonotwin> Is there
some kind of mod that exposes an API for creating mod manual book
things?
L1544[17:49:52] <howtonotwin> I seem to
recall one
L1545[17:50:27] <gigaherz>
Enchiridion?
L1546[17:50:45] <gigaherz> I have my
guidebook system but it's part of one of my mods, I haven't made it
into an API-mod yet
L1547[17:50:45] <gigaherz> ;P
L1548[17:51:44] <howtonotwin> Seems like
it
L1549[17:51:47] <howtonotwin> thanks
:D
L1550[17:54:29] <diesieben07> ok, my
offscreen rendering stuff appears to be solved, for anyone that
cares, at least in theory.
L1551[17:54:39] <gigaherz> YAY, I guess
;P
L1552[17:54:45] <gigaherz> what stuff?
;P
L1553[17:55:13] <diesieben07> i wanted to
run a normal openGL program on a server that potentially has
nothing even resembling a gpu and just get some kind of image
out
L1554[17:56:19] <gigaherz> ah so you'd
need some sort of software renderer
L1555[17:56:22] <diesieben07> and i found
OSMesa (OffScreenMesa). with that i can create an OpenGL context
that just renders to some buffer
L1556[17:56:36] <diesieben07> i need to
do that in C code though, since there is no lwjgl bindings for that
obviously
L1557[17:56:50] <diesieben07> and then i
found in some irc logs how to make LWJGL use your
"foreign" opengl context
L1558[17:57:34] <diesieben07> all theory
for now though... fun stuff trying that out... lol
L1559[17:58:11]
⇨ Joins: otho
(~otho@189-91-248-246-wlan.lpnet.com.br)
L1560[17:58:41] *
howtonotwin is valiantly trying to figure out how his new mod idea
will work and failing miserably.
L1561[17:59:05] <diesieben07> all this
crap is for a mod, too :D
L1562[17:59:08] <gigaherz> feel free to
explain
L1563[17:59:12] <gigaherz> maybe we can
provide input ;P
L1564[17:59:28] <howtonotwin> Quantum
Mechanics (maybe a bit cliche?)
L1565[17:59:33] <howtonotwin> not like
the lame google thing
L1566[17:59:42] <howtonotwin> actual QFT
:P
L1567[18:00:03] <howtonotwin> The
reasoning is that MC is already quantized, pretty much
L1568[18:00:14] <howtonotwin> why not
take it up a notch :P
L1569[18:00:15] <gigaherz> yeah but not
at a subatomic level
L1570[18:00:16] <gigaherz> XD
L1571[18:01:01] <howtonotwin> QM is less
about "small things are weird" and more about "this
is what happens when you can have a OR b, but not a
compromise" :P
L1572[18:01:05]
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L1573[18:01:15] <howtonotwin> example:
Bose-Einstein Condensate
L1574[18:01:26] <howtonotwin> oooh BEC
armies of mobs!
L1575[18:02:05] <howtonotwin> in which
all mobs are doing the same thing
L1576[18:02:10] <howtonotwin> but are
controlled as one unit
L1577[18:02:21] <howtonotwin> and are
massively more powerful
L1578[18:03:59] <howtonotwin> would that
be a bad idea?
L1579[18:11:30] <Roburrito> Hm
L1580[18:11:43] <Roburrito> Could make
sense as an ender swarm?
L1581[18:13:32] <Roburrito> What I've had
in my head for a long time was enderbeetles. Form an energy link
with any other beetle in range, touching the link is a bad
idea.
L1582[18:13:42] <Roburrito> Might work
with your condensate
L1583[18:14:10] <howtonotwin> hm
L1584[18:14:17] <howtonotwin> maybe
L1585[18:14:22] <howtonotwin> perhaps
categorize mobs
L1586[18:14:26] <howtonotwin> fermions
and bosons
L1587[18:14:36] <howtonotwin> and
fermions form those links
L1588[18:14:43] <Roburrito> Would have to
extend an ant pun into this.
L1589[18:14:50] <howtonotwin> (Cooper
pairs)
L1590[18:15:02] <howtonotwin> what would
a bosonic mob be...
L1591[18:15:03] <howtonotwin> oh
L1592[18:15:07] <howtonotwin> projectiles
are bosons
L1593[18:15:11] <howtonotwin> other
things are fermions
L1594[18:15:23] <howtonotwin> categorize
further as needed
L1595[18:17:14] <Roburrito> ....
L1596[18:17:17] <Roburrito> WHAT
L1597[18:17:26] <howtonotwin> quantum
physics?
L1598[18:17:29] <Roburrito>
System.out.println("Registering " + id);
L1599[18:17:29] <Roburrito>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(HorseLords.MODID + ":" + id,
"inventory"));
L1600[18:17:30] <Roburrito>
System.out.println(ModelLoaderRegistry.getActualLocation(new
ModelResourceLocation(HorseLords.MODID + ":" + id,
"inventory")).toString() + "SEARCHTAG");
L1601[18:17:36] <howtonotwin> oh
models
L1602[18:17:38] <howtonotwin> ok
L1603[18:17:38] <Roburrito>
Troubleshooting code.
L1604[18:17:47] <Roburrito> It appears to
not being called.
L1605[18:18:22] <Roburrito> Put that in
my ClientProxy.registerItemRenderer
L1606[18:18:42] <howtonotwin> use a
debugger?
L1607[18:18:57] <howtonotwin> println
statements are the most crude way to debug xD
L1608[18:18:59] <Roburrito> Also, my
HorseLords.preInit has a println that isn't printing
L1609[18:19:00] <Roburrito>
>_>
L1610[18:19:04] <Roburrito> I'm a CS
dropout.
L1611[18:19:16] <Roburrito> Debugging was
one of my weaknesses.
L1612[18:19:23] <howtonotwin> :P
L1613[18:19:36] <howtonotwin> well if the
mod preinit isn't called
L1614[18:19:37] <LordFokas> sometimes you
need the good old printf debug
L1615[18:20:16] <Roburrito> But how are
my items registered if preinit isn't being called?
L1616[18:20:29] <howtonotwin> I think
Forge might actually eat printlns
L1617[18:20:30] <howtonotwin> not
sure
L1618[18:20:47] <LordFokas> no, printlns
are added to the log
L1619[18:21:00] <LexManos> Roburrito, use
the logger
L1620[18:21:10] <LordFokas> unless it has
changed in the newer versions
L1621[18:21:13] <howtonotwin> well
universe god just said to use the logger :P
L1622[18:21:21] <howtonotwin> better do
it xD
L1623[18:22:59] <Roburrito> Reading
now
L1624[18:23:20] <howtonotwin> *how?
L1625[18:23:35] <howtonotwin> in the
preinit event you use getModLog
L1626[18:23:39] <howtonotwin> and you'll
get a Logger
L1627[18:23:47] <howtonotwin> might have
misremembered the name
L1628[18:24:24] <howtonotwin> also
LogManager.getLogger(modid), from the apache log4j package
L1629[18:24:34] <howtonotwin> could also
have remembered that wrong
L1630[18:24:36] <howtonotwin> :P
L1631[18:28:18]
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L1632[18:30:40] <Roburrito> Ah, and then
replace any println with my logger method. Gotcha
L1633[18:31:22]
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L1634[18:38:16] <Roburrito> YUP
L1635[18:38:21] <Roburrito> Not being
called for some reason.
L1636[18:39:40] <LexManos> all code
L1638[18:41:51] <gigaherz> now that I
notice it
L1639[18:41:58] <gigaherz> you only
uploaded the ocntents of the src folder, right?
L1640[18:42:13] <gigaherz> you may want
to upload from one level up, and include the build.gradle
file
L1641[18:42:15] <LexManos> u.u
L1642[18:42:16] <TehNut> Um, you
shouldn't be instantiating your CommonProxy or instance
L1643[18:42:31] <TehNut> Forge does that
for you
L1644[18:42:47] <gigaherz> oh and you are
missing the proxy annotation
L1645[18:42:51] <TehNut> That too
L1646[18:42:58] <Roburrito> Thought I saw
the tutorial instantiating instance, then it was crashing when I
didn't do it for proxy.
L1647[18:43:07] <Roburrito> Didn't think
to remove the instantiation for instance.
L1648[18:43:13] <TehNut> The proxy crash
is because you don't have the annotation
L1649[18:43:13] <Roburrito> ....
L1650[18:43:18] <Roburrito>
...............
L1651[18:43:27] <Roburrito> Gosh freaking
darn it.
L1652[18:44:01] <TehNut> Also just
curious, why doesn't Forge use it's black magic for setting final
fields for instance and proxy injection?
L1653[18:44:17]
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L1654[18:44:27] <Roburrito> No annotation
type for @Proxy?
L1655[18:44:28] <LexManos> cuz meh
L1656[18:44:32] <TehNut> @SideProxy
L1657[18:44:36] <Roburrito> Ahhh.
L1658[18:44:43] <tterrag>
@SidedProxy*
L1659[18:44:49] <TehNut> Typing is
hard
L1660[18:45:01] <Roburrito> Autocorrect
caught that, actually.
L1661[18:45:02] <gigaherz>
@SidedProxy(clientSide = "full name",
serverSide="full name")
L1662[18:45:22] <Roburrito> Had that
inside CommonProxy
L1663[18:45:38] <gigaherz> having a
CommonProxy is meh
L1664[18:45:43] <Roburrito> orly?
L1665[18:45:54] <gigaherz> a lot of
people stand by it but I prefer to use an interface as the common
part
L1666[18:46:00] <gigaherz> and have
explicit ServerProxy and ClientProxy
L1667[18:46:03] <gigaherz> as two
separate implementations
L1668[18:46:08] <Roburrito>
Interdasting.
L1669[18:46:18] <gigaherz> my rationale
is:
L1670[18:46:19] <Roburrito>
Implementation I was following was common for both, no unique for
server
L1671[18:46:20] <TehNut> That's how
you're "supposed" to do it
L1672[18:46:26] <TehNut> Common code
shouldn't really be in a proxy
L1673[18:46:34] <Roburrito> Hm.
L1674[18:46:34] <gigaherz> anything you'd
have in the common part, you can put on the @Mod class
directly
L1675[18:46:38] <Roburrito> Noted.
L1676[18:46:57] <TehNut> With that said,
I use Common and Client :P
L1677[18:47:11] <Roburrito>
trelelelel
L1678[18:47:14] <LexManos> Thats more
what todays world is yes
L1679[18:47:22] <LexManos> as it used to
be server had specific stuff
L1680[18:47:28] <LexManos> but seince 1.3
thats not the case
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L1682[18:49:24] <gigaherz> btw lex, I
tried to convert ony of my mods to using the registry events, but I
hit a wall with it
L1683[18:49:53]
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L1684[18:50:01] <gigaherz> basically: I
rely on the suggested filename given in preInit to initialize the
configuration, but the events fire before preInit so the config
isn't loaded yet :/
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L1686[18:50:29] <Roburrito> FIXED
L1687[18:50:30] <wundrweapon>
howtonotwin, are you here?
L1688[18:50:33] <Roburrito> I FOUND MY
DUMB
L1689[18:50:39] <wundrweapon> good
rob!
L1690[18:50:58] <Roburrito> Put the
@SidedProxy stuff in the wrong class.
L1691[18:51:08] <Roburrito> Double
checking Shadowfacts tutorial to see how I misread
L1692[18:51:11] <wundrweapon> (sounds
like me)
L1693[18:51:19] <wundrweapon> so rob
quick question
L1694[18:51:43] <Roburrito> Real quick
answer
L1695[18:52:01] <wundrweapon> any ideas
on how to call an arrow's onUpdate method over and over again
before it moves or does anything?
L1696[18:52:52] <gigaherz> I doubt Rob
knows that given that he's just getting started with modding
L1697[18:52:53] <gigaherz> ;P
L1698[18:53:00] <Roburrito> 8D
L1699[18:53:15] <gigaherz> that
said
L1700[18:53:20] <gigaherz> this sounds
like an XY problem
L1701[18:53:24] <Roburrito> Shouldn't
onUpdate be live as soon as it's created?
L1702[18:53:32] <gigaherz> you may want
to explain what you want to achieve, rather than what you are
trying to kludge
L1703[18:53:50] <tterrag> $ xy
L1704[18:53:53] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1705[18:53:56] <tterrag> fry|sleep: I am
going to ping you every time I need this
L1706[18:54:02] <wundrweapon> in one
tick, when a bow is fired, the arrow lands where it should and
deals its damage
L1707[18:54:28] <tterrag> wundrweapon: so
calculate the end point. shouldn't be too complicated to simulate
without physically faking the updates
L1708[18:54:53] <LexManos> gigaherz, why
the fuck are you defininf the existance of your items based on
config values?
L1709[18:54:56] <LexManos> DO NOT FUCKING
DO THIS
L1710[18:55:02] <LexManos> ALWAYS LOAD
YOUR BLOCKS AND ITEMS
L1711[18:55:06] <tterrag> not
existance
L1712[18:55:11] <LexManos> Make then
ACCESSIBLE via configs
L1713[18:55:15] <tterrag> maybe
properties? that need to exist at constructor time?
L1714[18:55:31] <LexManos> then dont make
those properties configurable
L1715[18:55:31] <LexManos> or
L1716[18:55:37] <LexManos> change them at
runtime
L1717[18:55:40] <wundrweapon> tterrag:
"calculate the end point" what do you mean?
L1718[18:55:42] <gigaherz> nah it is
really the registration itself
L1719[18:55:51] <gigaherz> I do want to
let people completely disable the existance of the mod's
stuff
L1720[18:55:54] <LexManos> ya no always
register your shit
L1721[18:56:02] <LexManos> the SERVER
should decide that
L1722[18:56:04] <LexManos> not the
client
L1723[18:56:09] <wundrweapon> I think
you've made Lex angery
L1724[18:56:18] <Drullkus> I do say Lex
is right
L1725[18:56:23] <wundrweapon> ^
L1726[18:56:27] <LexManos> just
annoeid
L1727[18:56:32] <LexManos> we've been
saying this shit for years
L1728[18:57:14]
⇨ Joins: Naiten (Naiten@5.143.3.136)
L1729[18:58:03] <Roburrito> Wasn't
interested in doing it, so I haven't looked. Is it in the
documentation?
L1730[18:58:13] <gigaherz> doing
what?
L1731[18:58:21] <tterrag> wundrweapon: I
mean use some math to figure out where the arrow is going to end
up
L1732[18:58:22] <Roburrito> Disabling
shit
L1733[18:58:28] <tterrag> it's a basic
parabolic trajectory, not too hard to trace
L1734[18:58:37] <gigaherz> Lex is just
saying we shouldn't do that, so why would it be on the docs?
L1735[18:58:38] <gigaherz> ;P
L1736[18:58:45] <gigaherz> tterrag: not
quite
L1737[18:58:52] <gigaherz> there's a
weird slowdown per tick, on the arrows
L1738[18:58:54] <Roburrito> FAQ: Should I
do the thing? NO
L1739[18:59:04] <tterrag> gigaherz: can
be factored in
L1740[18:59:06] <Roburrito> OH
L1741[18:59:07] <tterrag> "air
resistance"
L1742[18:59:14] <Roburrito> What you're
looking for is a raycast.
L1743[18:59:17] <wundrweapon> @tterrag
that's certainly one way to do it...
L1744[18:59:24] <gigaherz> no he's
looking at partial differential equations XD
L1745[18:59:46] <Roburrito> If he wants
the arrow to hit where he's looking, it would be a
raycast....
L1746[18:59:51] <gigaherz> actually
L1747[18:59:59] <gigaherz> there was
someone who was doing auto-aim arrows
L1748[19:00:07] <Roburrito> Do you want
to have the arrow still arc but instantly land?
L1749[19:00:07] <gigaherz> but this isn't
auto-aim
L1750[19:00:24] <gigaherz> this is just
computing the final value on thecurrent direction hmm
L1751[19:00:27] <gigaherz> so maybe it
isn't that hard
L1752[19:00:46] <tterrag> if you want to
be lazy about it, I don't see why calling onUpdate manually until
the arrow stops moving is too bad of an idea
L1753[19:01:02] <LexManos> btw guys
L1755[19:01:06] <Roburrito> Could copy
the relevant part into a while loop
L1756[19:01:15] <LexManos> any extra shit
you'd like to see the config system support?
L1757[19:02:22] <wundrweapon> magic
L1758[19:02:27] <Roburrito> Okay, stupid
misplaced code-caused bug fixed. ON TO GENETIC ENGINEERING
L1759[19:02:29] <wundrweapon> I want it
to support magic :3
L1760[19:02:35] <gigaherz> welp
L1761[19:02:37] <gigaherz> gotta
sleep
L1762[19:02:39] <gigaherz> my vacation is
over
L1763[19:02:40] <Roburrito> G'night
L1764[19:02:41] <LexManos> it kinda
does
L1765[19:02:46] <gigaherz> night
ppl
L1766[19:02:48] <LexManos> with that
system I define my config as this:
L1767[19:02:48] ***
gigaherz is now known as ghz|afk
L1769[19:02:57] <LexManos> and then dont
give a shit for loading/saving
L1770[19:03:18] <LexManos> just do 'if
(Config.spammyLogs) Log.spam()'
L1771[19:03:18] <tterrag> no
annots?
L1772[19:03:25] <LexManos> annotations
are ont he todo
L1773[19:03:37] <LexManos> but mainly
want to get agrasp of values/types right now
L1774[19:03:39] <tterrag> I guess that
would be how comments/ranges/etc are done, yeah?
L1775[19:03:48] <LexManos> ya
L1776[19:04:01] <tterrag> looks pretty
cool
L1777[19:04:08] <LexManos>
@Comment("This is", "A", "Multi line
comment")
L1779[19:04:20] <LexManos> @Range(min =
0, max = 5)
L1780[19:04:32] <LexManos> public static
int ShitCount = 4;
L1781[19:04:37] <tterrag> also that giant
if/else cascade makes me hurt :P
L1782[19:04:47] <LexManos> it makes my
brain hurt
L1783[19:04:54] <LexManos> but im the
only one who has to deal with it so whatever
L1785[19:05:32] <LexManos> maybe, its not
a complicated system
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L1787[19:05:48] <tterrag> I built mine
off the forge cfg system, so I only had to deal with BOOLEAN
INTEGER STRING DOUBLE
L1788[19:05:53] <tterrag> at least,
coming in
L1789[19:06:01] <LexManos> yes thats what
im asking
L1790[19:06:08] <LexManos> if there is
more that is needed to support
L1791[19:06:19] <LexManos> right now we
support maps and primitives
L1792[19:06:20] <tterrag> well, I would
let custom support be possible
L1793[19:06:31] <LexManos> no
L1794[19:06:32] <Roburrito> And yes,
confirmed, I simply made a gross reading comprehension fail.
L1795[19:06:45] <tterrag> why not?
L1796[19:06:53] <LexManos> Because thats
a infinite level of complexity
L1797[19:07:01] <tterrag> it's fairly
easy. just make an interface that handles the string<->value
conversion
L1799[19:07:08] <LexManos> and it does
nothing but encourage modders to say fuck it and not expand the
base syste,m
L1800[19:07:32] <tterrag> "expand
the base system" meaning what?
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L1802[19:07:44] <LexManos> PR support for
new types into Forge
L1803[19:07:51] <LexManos> im not fucking
doing coremod shit again
L1804[19:07:54] <tterrag> what if the new
type is something only useful to my mod?
L1805[19:08:00] <tterrag> this has
nothing to do with coremods
L1806[19:08:00] <LexManos> then sucks to
be them
L1807[19:08:07] <tterrag> man what the
hell is that logic
L1808[19:08:26] <LexManos> It logic from
10 years experiance dealing with this shit.
L1809[19:08:28] <tterrag> forge should
support anything globally useful. this is basic collections and
primitives
L1810[19:08:36] <LexManos> No
L1811[19:08:38] <tterrag> anything else,
let modders add thier own converters
L1812[19:08:47] <LexManos> I know what
you're saying and im rejecting it.
L1813[19:09:10] <LexManos> If modders
want to move to a support random shit system, they can use the
plethora of other config systems that are out there.
L1814[19:09:27] <tterrag> and they
will
L1815[19:09:37] <tterrag> anyways, you
asked for my advice and I gave it
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L1817[19:09:48] <LexManos> i give zero
fucks because i dont have to deal with it
L1818[19:09:56] <LexManos> And No I DID
NOT ask for your ADVICE
L1819[19:10:14] <LexManos> I asked if
anyone thought any other SPECIFIC TYPES should be supported
L1820[19:10:39] <LexManos> not a 'Let me
state what is fucking obvious because I think you are a moron and
want to start a argument by saying you are retarded for not
considering the obvious"
L1821[19:11:03] <tterrag> reading into it
much?
L1822[19:11:08] <tterrag> I'm not
pressing it
L1823[19:11:11] <tterrag> you said you
don't want it, fine
L1824[19:11:13] <tterrag> I'm done
L1825[19:11:49] <LexManos> Then be done.
{Lets see if he can resist the urge to have the final word}
L1826[19:12:04] <Roburrito> I know I
can't
L1827[19:12:49] <LexManos> anyways there
is something I do need to think of, how to do the levels of configs
that I want.
L1828[19:13:08] <LexManos> There is the
Global, loaded once at Init time.
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L1830[19:13:27] <LexManos> The Universal:
Loaded once at server init time
L1831[19:13:38] <LexManos> The World:
Loaded once per dimension that is loaded.
L1832[19:14:00] <LexManos>
Global/Universal are easy, as there can only be one loaded at a
time, a server has to shut down before a new one can start.
L1833[19:14:14] <LexManos> The World is
tricky tho... how do I hold that in a nice referenceable
manor?
L1834[19:15:12] <LexManos> perhaps force
@WorldConfig classes to have a public static final Map<World,
{this.getClass}> INSTANCES; ?
L1835[19:16:45] <LexManos> Problem with
that is itd have to be a weak reference, and would require the
world instance to get the config, Perhaps people would want to
access it in a way they didnt have the world, but maybe had the
name/id...
L1836[19:18:21] <LexManos> Oh ya, one
thing I havent supported yet in that implementation, is enums..
that's a definitly needed. But beyond that I can't think of any
possible other classes that modders would need in their
configs...
L1837[19:19:13] <matthewprenger> pretty
sure sponge has world-level configs. might look at how they did
it
L1838[19:19:29] <LexManos> would rather
not for a few reasons
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L1846[19:33:37] <mezz> one useful config
type I use is Enum, it's just built on top of String but other
people might find it useful
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L1848[19:33:59] <mezz> it's nice to have
something besides yes/no sometimes, but not as configurable as
string
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L1850[19:34:21] <LexManos> ya, just said
that. Enum is a known data set and can be serialized to strings
easily
L1851[19:35:12] <mezz> ah missed it
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L1854[19:39:48] <Drullkus> Weird, if I
try to replace IC2's te.json file in a resource pack with the
"forge_marker":1
L1855[19:39:54] <Drullkus> The changes
don't take effect at all
L1856[19:40:21] <Drullkus> But if I
replace the te.json file via resource pack and remove the
"forge_marker":1... every single one of the blocks'
models that uses that file break
L1857[19:41:13] <Drullkus> That..
shouldn't be happening, could someone shed some light on what's
happening?
L1858[19:43:12] <LexManos> Removing the
marker would make it invalid syntax or fail to load which should
error
L1859[19:43:20] <LexManos> replacing it
should make it load
L1860[19:43:25] <LexManos> step through
and see what happens
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L1862[19:48:40] <Drullkus> Yep, I have
the forge marker as 1 again in my resource pack, except the game,
for some reason, is using the base IC2 version of the blockstate
file, not the one in my resource pack... really confused
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L1864[19:48:59] <LexManos> depends on how
the json is being loaded
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L1866[19:50:10] <Drullkus> Oh... so
you're saying that IC2 could be loading the json through a custom
system instead of through vanilla...
L1867[19:50:12] <Drullkus> Darn it
L1868[19:51:03] <mezz> that's really
likely, since it's an old mod
L1869[19:51:26]
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L1870[19:53:49] <tterrag> that would be
some kind of crazy code
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L1872[19:54:03] <tterrag> considering
they probably rewrote 90% of it for 1.8, it would be really dumb to
do something like that
L1873[19:54:06] <tterrag> but then again,
IC2...
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L1881[20:40:54] <wundrweapon> alright...
I have my instantland thing updating the arrow as
while(!arrow.isCollided){arrow.onUpdate()} in the hopes that it'd
force a landing by the next tick.... but there's two issues
there
L1882[20:41:29] <wundrweapon> (1) it
updates forever, (2) it doesn't only do the endless updates during
a single tick
L1883[20:41:43] <wundrweapon> note that
I'm doing that in an EntityJoinWorldEvent handler
L1884[20:41:46] <wundrweapon> any
ideas?
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L1888[20:49:37] <wundrweapon> nothing?
cool
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L1908[22:07:25] <williewillus> $close
3302
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L1912[22:20:37] <wundrweapon> is there an
event used by or dedicated to an EntityArrow's update?
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L1914[22:23:28] <wundrweapon>
"V" best name 2016
L1915[22:23:31] <kashike> williewillus:
missed a space there
L1916[22:24:57] <wundrweapon> kashike: do
you know of any events that I can use like livingupdatevent for
entityarrow
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L1918[22:25:55] <kashike> uh
L1919[22:25:59] <kashike> not that I know
of
L1920[22:26:05] <wundrweapon> dang
it
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